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Educational  Publication  No.  94  Division  of  Publication  No.  25 


LESSONS  IN  PHYSICAL 
EDUCATION 


FOR 


ELEMENTARY  GRADES 


published  by  the 

state  superintendent  of  public  instruction 

raleigh,  n.  c. 


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Educational  Publication  No.  94  Division  of  Publication  No.  25 


LESSONS  IN  PHYSICAL 
EDUCATION 


FOR 


ELEMENTARY  GRADES 


/ 


/ 


published  by  the 

state  superintendent  of  public  instruction 

raleigh,  n.  c. 


LESSONS  IN 
PHYSICAL  EDUCATION 

FOR 

GRADES  I  TO  VII 


ARRANGED  BY 
MARY  CHANNING  COLEMAN 

THE  NORTH  CAROllNA  COLLEGE  FOR  WOMEN 


EDWARDS    a    BROUGHTON    CO.,    RALEIG^ 


Outdoor  Gymnasium,  The  North   Carolina  College  for  Women 


Outdoor  Gymnasium,  The  North  Carolina  College  for  Women 


INTRODUCTION 


This  course  in  Ptiysical  Education  for  the  elementary  schools  of  the 
State  was  first  prepared  in  1923  by  Miss  Mary  Channing  Coleman,  Professor 
of  Physical  Education,  and  Miss  Anne  M.  Campbell  of  the  Department  of 
Physical  Education  of  the  North  Carolina  College  for  Women. 

The  demand  for  this  bulletin  was  so  great  that  the  first  edition  was  ex- 
hausted before  the  expiration  of  twelve  months. 

To  meet  the  continued  insistent  demand  for  this  bulletin,  we  asked  Mis? 
Coleman  to  revise  the  bulletin.  This  she  very  kindly  consented  to  do.  In 
this  revision  Miss  Coleman  secured  the  assistance  of  Miss  Dorothy  Nash, 
Supervisor  of  Physical  Education,  Raleigh,  North  Carolina,  and  Miss  Elizabeth 
Lynam,  Supervisor  of  Practice  Teaching  in  Physical  Education,  the  North 
Carolina  College  for  Women.  Miss  Nash  revised  the  story  plays  and  Miss 
Lynam  contributed  the  material  on  stunts  and  on  posture-tests. 

The  purpose  of  this  course  is  to  give  the  teachers  games  and  physical 
exercises  which  they  may  use  in  their  schoolrooms  and  on  the  playgrounds, 
for  physical  education  should  be  a  part  of  the  school  life  of  every  child. 
It  is  believed  that  the  teachers  who  play  the  games  and  take  part  in  the 
other  forms  of  physical  activity  in  this  course  with  enthusiasm,  will  be 
able  to  carry  on  work  in  physical  training  which  will  bring  most  gratifying 
results,  both  in  the  physical  improvement  of  their  pupils  and  in  the  general 
toning-up  of  the  entire  school. 

The  compilers  of  this  bulletin  have  arranged  material  suitable  for  use  in 
ordinary  school  conditions,  where  the  lessons  must  be  given  in  the  classroom 
or  on  the  playground.  Many  of  the  games  and  folk-dances  described  have 
been  collected  from  the  students  of  the  North  Carolina  College  for  Women, 
and  represent  traditional  material  handed  on  from  our  Anglo  Saxon  ancestors. 


state  Superintendent  of  Public  Instruction. 


TABLE  OF  CONTENTS 


Page 

Introduction 5 

The  Course  in  Physical  Education 7 

Outlines  by  Grades ; 15 

Grade  I 15 

Grade  II 34 

Grade  III    61 

Grade  IV 75 

Grade  V    86 

Grade  VI  99 

Grade  VII 112 

Relief  Drills  for  Grades  III  to  VII - 124 

Athletic    Contests 125 

School  Festivals 147 

References    151 

Index    153 


PHYSICAL  EDUCATION 

FOR 

ELEMENTARY  GRADES 


A  program  of  Health  Education  for  the  Elementary  Schools  may  be 
more  clearly  understood  if  the  teacher  -will  give  serious  attention  (A)  to 
the  aims  and  objectives  in  Physical  Education,  (B)  to  the  time  required 
for  this  subject,  (C)  to  the  activities  represented  in  this  broader  curri- 
culum, (D)  to  a  typical  weekly  program,  (E)  training  necessary  to  secure 
correct  posture,  (P)  methods  of  teaching,  and  (G)  explanation  of  lypes 
of  exercises.    These  several  divisions  are  treated  briefly  as  follows: 

A.    AIMS  AND  OBJECTIVES  IN  PHYSICAL  EDUCATION 

1.  Temporaey  Relief  from  Enforced  Quiet: 

"Round  shoulders"  and  contracted  chests  are  rarely  found  in  children 
of  the  pre-school  age.  It  is  one  of  the  gravest  indictments  against  our  educa- 
tional systems  that  these  defects  are  known  as  "school-room  deformities," 
appearing  at  about  the  third  year  of  school  life.  Even  those  of  us  who  have 
efficient  bodies  and  who  habitually  stand  and  sit  well,  will  slump  when 
we  are  fatigued;  and  when  children's  backs  and  limbs  are  cramped  from 
prolonged  sitting,  we  find  the  familiar  bad  postures  that  lead  to  round 
shoulders  and  lateral  curvatures.  The  daily  gymnastic  lesson,  together 
with  the  three  minute  open  window  activity  period,  placed  at  the  hour  when 
relief  is  most  needed,  will  go  far  to  obviate  this  danger. 

2.  Improved   Nbueo-muscular   Coordination: 

The  inter-action  of  nerve  and  muscle  is  often  compared  to  the  working  of 
a  telephone  system;  an  efficient  "central"  and  well-cared-for  lines  result 
in  quick  and  accurate  connection.  Games  and  gymnastics  help  bring  about 
prompt  response  to  stimulus.  "The  training  a  boy  receives  in  deciding  where 
to  throw  the  ball  in  a  game,  or  whether  now  is  the  time  to  run  or  to  play 
safe,  is  of  far  more  direct  value  in  his  social,  economic  and  intellectual 
education  than  much  of  his  other  training,"  says  a  prominent  educator. 

3.  Improved  Functioning  of  Vital  Organs; 

This  is  an  age  of  the  popular  slogan:  "a  clean  tooth  never  decays,"  is 
one  familiar  to  the  reader  of  the  popular  magazines.  Equally  true,  but 
not  so  well  known,  is  the  maxim  "a  well-ventilated  lung  does  not  contract 
tuberculosis."  The  tubercle  bacillus  usually  begins  his  deadly  work  in  the 
apex  of  the  lung,  which  is  not  ventilated  in  ordinary  shallow  breathing, 
but  gets  well  aired  in  vigorous  exercise. 


8  .         Physical  Education 

Then  the  heart,  like  any  other  muscle  of  the  body,  can  only  be  kept  in 
good  tone  by  performing  a  certain  amount  of  work;  and  the  digestive 
organs,  through  improved  circulation  and  through  efficient  secretion  and 
excretion,  are  likewise  aided  by  the  daily  lesson  in  Physical  Education. 

4.     Recreation — or   Re-ckeation,    Both   for  its    Iimmediate   and   Permanent 
Values. 

The  Health  lessons  should  in  all  cases  be  correlated  with  the  work  in 
Physical  Education,  so  that  the  Physical  Education  teacher  can  adjust  this 
correlation  to  meet  the  particular  needs  of  her  own  situation. 

B.     TIME  REQUIRED  FOR  PHYSICAL  EDUCATION  IIV  ELEMENTARY 

SCHOOLS 

(1)  Two  three-minute  open  window  drills,  mid-morning  and  mid-after- 
noon   daily. 

(2)  Twenty  to  twenty-five  minutes  for  daily  lesson.  Total  time  weekly, 
130  to  150  minutes,  exclusive  of  recesses. 

C.    ACTIVITIES   REPRESENTED   IN  PHYSICAL   EDUCATION 
CURRICULUM 

1.  Lessons  in  Hygiene;  formation  of  health  habits  through  talks,  inspec- 
tions, health  clubs,  reports,  etc. 

2.  Gymnastic  lessons. 

3.  Plays  and  games. 

4.  Rhythmic  exercises  and  folk  dances. 

5.  Athletic   contests. 

D.     TYPICAL  WEEKLY  PROGRAM 


Monday 

Ttjesdat 

Wednesday 

Thuesdat 

Friday 

Grade  II: 

Story  Play; 
Singing  Game 

Health  Lesson 

Story  Play 
Game 

Free  Play 

Rhythm 
Exercises 

Grade  V: 

Hygiene 
Lesson: 
Posture  Tests 

Gymnastics 
Games 

Badge  Tests 

Gymnastics 
Games 

Rhythm 

Exercises 

Grade  VII:  (Girls) 

Badge  Test= 

Gymnastics 
Folli  Dance 

Health  Talk: 
Feet  and  Shoes 

Posture  Tests; 

Gymnastics 

Games 

Game  Contest; 
Hit  Pin 
Baseball 

Grade  VII:  (Boys) 

Badge  Tests 

Gymnastics 
and  Stunts 

Health  Lesson; 
Feet  and  Shoes 

Posture  Tests 

Gymnastics 

Games 

Game  Contest; 
Soccer 

Total:     Five  20-minute  periods, 

Two  tliree-minute  relief  periods  daily,. 


.100  min.; 
.  30  min. 


130  min.  week 


Aims  and  Methods 


E.     TRAmiNG  CORRECT  POSTURE 

Children  are  not  born  round-shouldered,  and  when  the  condition  has  de- 
veloped, it  is  due  to  more  than  carelessness  on  the  part  of  the  child;  nagging 
at  him  to  "hold  your  shoulders  back"  is  unjust,  and  will  never  accomplish 
any  improvement.  The  most  frequent  causes  of  round  shoulders  and  the 
accompanying  deformity,  hollow  back,  are  as  follows: 

1.  Malnutrition,  its  consequences  of  weakness  and  poor  muscle  tone;  the 
relaxed  "fatigue  position"  becomes  chronic. 

2.  Prolonged  sitting  position,  causing  cramp  and  fatigue. 

3.  Ill-fitting  school  desks  and  seats. 


The  boy  in  Figure  a  is  muscularly  weak  and  organically  inefficient.  In  Figure  h  his 
Physical  Education  teacher  has  taught  him  proper  poise  and  has  supervised  his  special  exer- 
cises, helping  him   begin  life  without  the  handicap  he  owns   in  Figure   a. 


4.  Improper  clothing;  boys  often  have  pockets  so  placed  that  they  can 
only  be  reached  by  a  slump;  little  girls'  waists  are  often  so  cut  that  the 
weight  of  stockings  and  petticoats  pulls  the  shoulders  forward. 

5.  Unhygienic  daily  routine — insufficient   sleep,   lack   of  vigorous   play. 

6.  Defective  sight  or  hearing. 

The  first  step  in  the  correction  of  bad  posture  is  the  removal  of  the 
cause;  then  exercises  are  given  to  stretch  the  contracted  chest  tissues  and 
to  tighten  the  relaxed  muscles  of  shoulders,  head  and  abdomen. 


10  Physical  Education 

Posture  Tests.  To  be  given  Grades  IV,  V,  VI  and  VII.  The  classification 
of  scihool  children  into  groups  according  to  posture  was  originated  by  Miss 
Jessie  H.  Bancroft  and  worked  out  in  the  schools  of  Brooklyn,  N.  Y.  Her 
plan  includes  a  triple  test  for  posture:  (1)  standing,  (2)  marching,  and  (3) 
during  gymnastic  practice.     To  make  the  triple  test  proceed  as  follows: 

Prepare  a  list  of  the  names  of  the  pupils  in  the  room,  leaving  spaces  opposite 
each  name  in  which  to  note  whether  pupil  is  in  Group  A  (Correct  Posture)  or 
Group  B  (Incorrect  Posture)  in  each  of  the  three  tests.  Appoint  some  pupil  to 
act  as  olerk  and  quickly  note  in  which  class  each  pupil  belongs  as  tests  are 
made. 

(1)        TEST    FOR    STANDING    POSITION 

Guides  for  Best  Standing  Position.  Heels  together,  weight  on  balls  of  feet, 
waist  in,  chest  broad,  head  up. 

Names  of  Common  Faulty  Postures,  followed  by  guides  for  correction: 

1.  Waist  forward — To  correct — Balance  on  toes,  stretch  up. 

2.  Flexed  hips — To  correct — Carry  weight  back,  stretch  up. 

3.  Flat  chest^To  correct — Child  place  hand  on  ohest  and  raise  hand  by 
lifting  chest. 

4.  Head  forward — To  correct — Push  back  of  neck  against  collar. 

5.  Round  shoulders— NEVER  SAY  SHOULDERS  BACK— To  correct— 
Broaden  chest,  flatten  upper  back. 

6.  Hollow  back — To  correct — Waist  in,  stretch  up. 

How  To  Make  the  Test.  Pupils  in  first  row  take  Best  Standing  Position 
beside  seats.  Teacher  walks  along  the  row  to  secure  a  side  view  of  each 
child.  Tell  each  whether  he  belongs  to  Group  A  or  Group  B  and  have  clerk 
note  same  on  record  sheet.  Take  5  minutes  of  the  Physical  Training  period 
for  this  each  day  until  the  room  is   classified. 

(2)       MARCHING    test 

To  be  taken  only  by  Group  A  of  the  Standing  Test. 

Pupils  form  a  line  for  marching,  assuming  best  standing  positions.  March 
around  room  or  up  and  down  the  aisles  for  3  or  4  minutes.  A  common  mistake 
is  that  some  pupils  march  too  stiffly,  holding  arms  rigidly  at  sides  and  body 
very  tense.  Movement  should  be  free  and  comfortable,  arms  swinging  naturally 
as  in  walking.  Watch  for  faults  described  under  Standing  Test.  Any  one 
who  fails  to  keep  good  position  must  sit  down.  At  end  of  the  test  have  the 
clerk  make  note  of  those  who  remain  standing  as  being  in  Group  A  of 
Marching  Test.     All  who  had  to  drop  out  are  in  Group  B. 

(3)        EXERCISE    TEST 

To  be  taken  only  by  Group  A  of  Marching  Test. 

Have  pupils  stand  where  teacher  can  secure  best  side  view  of  each  child 
while  teaching.  Pupils  assume  Best  Standing  Position.  Give  a  short  For- 
mal Lesson,  5  to  8  minutes.  Exercises  used  should  test  the  ability  of  pupils 
to  hold  relatively  correct  positions  of  head,  chest,  shoulders,  waist  line,  etc., 


Aims  and  Methods  11 

while  moving  arms,  legs  or  trunk.  Any  formal  lesson  whioli  has  previously 
been  given  as  part  of  the  regular  grade  w^ork  may  be  used  as  a  test.  Pupils 
who  fail  to  keep  best  position  should  be  seated; — they  become  Group  B 
of  the  Exercise  Test.     Clerk  will  note  those  who  remain  in  Group  A. 

Posture  Per  Cent.  When  all  three  parts  of  the  triple  test  have  been 
made,  find  the  posture  per  cent  of  the  room  by  dividing  the  number  in 
Group  A  by  the  total  number  in  the  room.  With  43  pupils  in  the  grade 
and  13  in  Group  A,  the  per  cent  for  the  room  will  be  13  divided  by  43,  or 
30  per  cent.  Keep  this  on  the  board  until  the  next  test  is  made.  Much 
enthusiasm  can  be  aroused  by  comparing  percentages  of  the  various  rooms. 

Many  of  our  schools  fail  to  realize  the  importance  of  correct  poise. 
The  maximum  of  benefit  from  our  games  can  not  be  obtained  until  the 
body-machine  is  properly  adjusted.  The  Arderican  Posture  League,  1 
Madison  Avenue,  New  York,  issues  posters  and  charts  which  give  valuable 
help  to  the  teacher  and  inspiration  to  the  children. 

F.    METHODS  OF  TEACHING  GRADES  I  AND  II 

The  teaching  of  these  two  grades  is  largely  informal  and  imitative. 
The  teacher  should  enter  into  all  activities  with  the  class.  Her  directions 
should  be  simple  but  clear.  She  should  be  well  acquainted  with  her 
material  and  be  able  to  meet  all  possible  emergencies  that  may  arise. 
Commands  should  be  avoided  whenever  possible;  suggestions  are  much 
better  with  small  children.  However,  they  should  learn  that  such  signals 
as  the  whistle  or  chords  on  the  piano  mean  a  definite  thing  and  response 
to  them  should  be   immediate. 

The  imagination  is  a  great  factor  in  teaching  Physical  Education  to  these 
children.  When  an  exercise  is  given,  invent  a  name  for  it.  Use  the  natural 
environment  and  interests  of  parents  and  children. 

If  the  children  like  a  game  or  dance  they  will  love  to  repeat  it.  It 
will  not  lose  its  value  through  repetition.  Variety,  however,  will  help  to 
keep  the  interest,  so,  even  though  the  children  may  ask  to  repeat  a  familiar 
game  or  dance,  do  not  let  it  wear  out  by  too  much  repetition.  Keep  all 
material  alive  and  thus  prevent  the  children  becoming  tired  of  any.  If 
you  permit  the  repetition  of  games  and  dances  they  should  show  an  im- 
provement in  execution. 

Physical  Education  in  the  first  and  second  grades  should  encourage 
alertness,  independent  action  and  ready  response  to  unexpected  directions. 
It  gives  elementary  training  and  sportsmanship  and  cooperation.  The  sense 
of  balance  and  rhythm  will  also  be  developed. 

Music  will  be  a  great  help  in  training  rhythmic  movements  and  dancing. 
For  rhythmic  training  the  children  should  be  taught: 

I.     Clapping  in  various  rhythms: 

A.  Even — Clap-clap-clap. 

B.  Uneven — 

(1)  Clap-clap— — clap  clap 

(2)  Clap-clap — clap-clap-clap 

(3)  Any  other  variations  that  may  be  desired. 


12-  Physical  Education 

II.  Marching  should  be  light  and  not  too  slow.  It  may  be  combined 
with  clapping  or  used  with  various  imitative  activities  such  as  blowing 
horns  and  beating  drums. 

III.  Skipping: 

Formations  depend  upon  the  available  space.    Lines  when  possible  should 
be  marked  on  the  floor.     Watch  for  correct  spacing  and  train  the  children 
to  get  in  the  proper  positions  as  quickly  as  possible. 
Remember  : 

1.  Do  not  be  too  serious. 

2.  Know  your  material. 

3.  Have  all  necessary  equipment,  balls,  etc. 

4.  Be  ready  to  meet  all  possible  emergencies  that  may  arise. 

5.  Choose  games  suitable  to  the  age  and  number  playing. 

6.  Be  able  to  adapt  your  material  by  using  more  than  one  ball  or  having 
more  than  one  child  "it." 

7.  If  a  game  does  not  "go"  or  you  do  not  "get  it  across"  learn  to  analyze 
and  find  out  the  difficulty  so  you  can  remedy  it. 

G.    EXPLANATION  OF  TYPES  OF  EXERCISES 

The  following  activities  are  included  in  the  Physical  Education  Course: 
Story  Plays 
Games  and  Contests 
Rhythmic  Plays  and  Singing  Games 
Gymnastics 
Relief  Drills 
Athletic  Contests 
Sohool  Festivals. 

Story  Plays.  This  type  of  work  takes  the  form  of  a  story  which 
the  children  act  out.  Story  plays  may  be  used  to  correlate  with  the  daily 
occupations  and  activities  and  the  teacher  may  work  out  and  adapt  any 
number  of  plays  of  her  own.  They  may  be  used  in  such  a  way  as  to  appeal 
to  the  imagination  of  the  small  child  and  at  the  same  time  give  the  necessary 
amount  of  exercise.  The  story  play  is  an  essential  part  of  the  Physical 
Education  Program  for  the  first  and  second  grades. 

Story  plays  have  a  twofold  aim;  first,  to  give  a  child  a  well-balanced  ex- 
ercise;  second,  to  help  develop  his  dramatic  ability. 

The  story  plays  follow  very  closely  the  formal  gymnastic  lessons  in  that 
they  include  head,  arm,  leg,  trunk,  precipitant  and  breathing  exercises.  To 
give  a  well-balanced  lesson  it  is  necessary  to  follow  this  order.  To  secure 
the  second  aim,  the  teacher  must  have  enthusiasm  and  must  be  able  to 
enthuse  her  pupils  with  the  idea  of  playing  the  story.  The  movements  should 
be  large  and  free  in  order  to  secure  hygienic  values;  and  the  story  must 
bring  joy  and  interest  or  it  is  useless. 

Miss  Dorothy  Nash,  Supervisor  of  Physical  Education  of  the  Raleigh 
Schools,  makes  the  following  general  suggestions: 


Aims  and  Methods  ■  13 

1.  Be  sure  you  know  your  entire  story  before  you  present  it. 

2.  Complete  your  story. 

3.  Make  your  story  true  to  life. 

4.  Don't  give  the  exercises  by  count,  but  be  sure  the  pupils  understand 
the   exercises   they   are   to    imitate. 

5.  Above  all  enter  into  the  play  yourself,  and  your  enthusiasm  will  become 
contagious. 

It  is  not  necessary  to  rely  exclusively  on  the  text.  Write  your  own  story 
plays  to  meet  your  individual  needs.  Ask  the  children  to  suggest  move- 
ments: you  will  find  them  eager  to  respond. 

Games  and  Contests.  The  play  of  children  is  a  joyous  and  spontaneous 
activity  essential  to  health  and  development.  We  have  come  to  realize 
the  need  and  value  of  play  for  children,  and  teachers  are  urged  to  direct 
and  guide  the  play  of  the  pupils  in  the  public  schools.  The  teacher  herself 
should  have  the  spirit  of  the  play  as  no  one  can  be  a  successful  leader  of  plays 
and  games  unless  she  has  an  understanding  of  and  a  love  for  games.  The 
teacher  should  know  a  large  number  of  games  and  when  one  is  not  going 
well,  she  should  have  several  others  she  can  bring  forth  on  the  instant. 

There  is  always  a  keen  interest  in  contests  and  the  point  is  to  keep  up 
this  interest  and  through  it  develop  a  spirit  of  fairness  in  games.  No 
pains  should  be  spared  to  secure  fair  play  and'  careful  and  correct  decisions. 

It  is  here  that  teachers  have  opportunity  for  training  in  conduct  and 
moral  principles.  Children  should  expect  fairness  and  should  wish  to  be 
perfectly  fair.  Some  games  require  judges  or  an  umpire  who  should  see 
everything  that  happens  and  should  decide  all  questions. 

Rhythmic  Plays  and  Singing  Games.  The  object  in  rhythmic  plays  is 
to  develop  rhythm  and  coordination.  Aside  from  the  hygienic  value,  and 
the  development  of  rhythm  and  grace,  they  provide  also  for  dramatic 
expression. 

Whenever  possible  these  plays  should  be  given  out  of  doors.  Where  there 
is  no  piano  or  victrola  available  the  children  may  supply  their  own  music 
by  singing,  or  part  may  hum  the  tune  or  clap  the  hands  lightly. 

Gymnastics.  This  work,  which  is  done  to  command,  is  known  as  formal 
gymnastics.     Its  object  is  threefold: 

1.  The  educational  effect  of  quick  response  to  command. 

2.  The  corrective  value  of  training  in  neuro-muscular  control  and  good 
posture  habits,  through  insistence  upon  right  form  of  work. 

3.  The  hygienic  value  of  rapid  successive  contractions  of  large  groups 
of  muscles  followed  by  deepened  breathing  and  quickened   circulation. 

Relief  Drills.  These  are  brief  periods  of  physical  activity  given  for  mental 
and  physical  relaxation  several  times  each  day  or  whenever  needed  through- 
out the  day's  program.  Suggested  exercises  and  activities  are  given  on 
pages  56  and  124. 


14  Physical  Education 

Athletic  Contests.  Sprints,  short  dashes,  relay  races  and  games  of  skill 
should  be  included  in  the  athletic  contests  for  elementary  school  children. 
For  a  list  of  standard  athletic  contests  suited  to  this  age  see  page  125. 

School  Festivals.  When  school  festivals  are  an  outgrowth  of  the  actual 
school  room  work  in  Music,  in  Physical  Education,  Art,  English,  History 
or  Geography,  they  are  of  great  value  to  the  school.  Suggested  outlines  and 
detailed  descriptions  of  festivals  to  use  are  given  on  page  147. 

Books.     Valuable  reference  books  for  the  teacher  will  be  found  on  page  151. 


GRADE  I 

For  Explanation  of  Types  of  Exercises,  see  pages  12,  IS,  I'f. 

STORY  PLATS 

I.     Picking  Apples: 

1.  Run  out  to  orchard.      (Run  around  1  or  2  rows.     Run  around  one  row 

of  desks.) 

2.  Climb  fence.     (Climb  over  desks  or  chairs.) 

3.  Climb  ladder  into  tree.      (Reach  up  with  right  hand  and  right  foot; 

alternate    knee    bending.) 

4.  Shake  down  apples. 

5.  Climb  down. 

6.  Pick  apples  off  ground. 

7.  Heavy  basket.     (Carry  home.)  ■  ' 

8.  Smell  supper  cooking. 

II.  Playing  in  Wind: 

1.  Skip  out  to  play.    •  " 

2.  Spread  arms  out  and  run  against  wind. 

3.  Weather  vane.     (Arms  shoulder  height;   turn  each  direction.) 

4.  Wind  mill.     (Arms  shoulder  height.     Large  arm  circles  like  wings  of 

windmill.) 

5.  Tree  swaying.      (Stand  with  feet  apart;    arms  curved  overhead;   bend 

from  left  to  right.) 

6.  Jump  up  and  down  to  keep  warm. 

7.  All  out  of  breath.     (Deep  breathing.) 

III.  FiKE  Engines: 

1.  Every  other  child,  horse   and  driver.      (Take  hold   of  hands.     Horses 

gallop  and  drivers  lean  back.) 

2.  Climb  ladders  to  save  some  one — throw  things  out  window.  '^' " 

3.  Squirt  hose  on  fire.    Hiss  water.     (Hose  hard  to  manage.     Brace  right 

foot  forward,  knee  straight,  left  knee  bent.  ,  Lean  backward,  arms 
outstretched.     Flay  hose  on  fire.     Change  feet.) 

4.  Chop  wall.     (Axe  overhead  and   into  wall.) 

5.  Drive  home.     (Those  that  drove  to  fire  are  horses  going  home.) 

6.  Tired.     (Deep    breathing.) 

IV.  Going  to  the  Beach: 

1.  Digging  a  Hole  in  Sand.     (Take  shovel  in  both  hands,  lift  one  knee, 

place  foot  on  shovel,  push  it  down  with  foot,  throw  sand  to  right. 
Repeat,  using  other  foot  to  push  shovel.  Continue  until  there  is  a 
deep  hole.) 

2.  Jump  into  Hole.     (Jump  in  place.) 

3.  Bury  Feet  in  Hole,  with  Sand.     (Bend  body  forward  from  waist  and 

reaching  sand  with  hands,  cover  feet. 


16  Physical  Education 

4.  Lifting  Feet  Out  of  Sand.     (Hands  on  hips.     Stand  on  one  foot  and 

lift   other   foot   out   of   sand,   very   slowly.     Shake   foot   vigorously 
to  get  sand  off  of  it.     Same,  standing  on  other  foot.) 

5.  Picking  up  Pebbles.     (Deep  knee  bend.     Pick  up  several  pebbles,  place 

them  in  pail.     Stand,  take  one  or  two  steps,  pick  up  more  pebbles. 
Repeat.     Run   backward   to  place.) 

6.  Throwing  Pebbles  Out  in  the  Lake.     (Throw  first  with  right  hand,  then 

with  left.     Skip  stones  by  throwing  underhanded.) 

7.  Wading.     (Take    long    steps,    raising    knees    high.     Each    two    rows 

around  one  row  of  seats.) 

8.  Going  Near  the  Water.     (Take  three  or  four  long  steps  forward,  on 

toes.    When  a  big  wave  comes,  run  backward  quickly  so  that  feet 
will  not  get  wet.     Repeat  several  times.) 

9.  Breathing.     (Blow  sand  off  of  hands.) 

*V.     Fishing  : 

1.  Getting  Fishing  Tackle  and  Pail  of  Bait.     (Reach  up  with  right  hand 

for  fishing  rod.    Stoop  and  with  left  hand  lift  pail.    Repeat.) 

2.  Going  to  Lake.     (Each  two  rows  run  around  one  row  of  seats.) 

3.  Launching  Boat.     (With  both  hands  take  hold  of  end  of  boat,  push  boat 

out  on  water.     Repeat.) 

4.  Jump  into  Boat.     (Pretend  that  desks  are  boats.     Sit  on  desks,  with 

feet  on  chairs  facing  back  of  room.) 

5.  Rowing  Boats.     (Take  imaginary  oars.     Arms  forward,  hands  closed 

palms   down,   body  bent    forward.     Pull   elbows   backward,    bending 
body  backward.     Repeat  rowing  motion  with  long  strokes.) 

6.  Drop  Anchor.     (Bend  over  side  of  boat   (desk)   lowering  anchor  with 

arms  stretching  downward.) 

7.  Casting  Line.     (Circle  right  arm  several  times  around  and  above  head, 

full   arm   swing,   then   throw   line.     Repeat    same   with   left.) 

8.  Pulling  in  Fish.     (Stand  in  aisles.     Stoop  and  pull  line  slowly.     Stand 

and  put  fish  in  pail.     Repeat  pulling  in  fish.) 

9.  Breathing. 

*VI.     Kites: 

1.  Running  with  the  Kite.     (Bring  hands  to  right  shoulder,  holding  kite 

string.     Each  two  rows  run  once  around  one  row  of  seats,  turning 
head  looking  over  right  shoulder  and  stretching  arms  upward  right.) 

2.  Letting  Out  the  String.     (Knees  bend  to  squatting  position.     Hold  this 

position  and  unwind  ball  of  string  by  pulling  right  hand  up  from 
left,  full  arm's  length,  several  times.) 

3.  Looking  at  Kites  High  up  in  the  Air.     (Bend  head  backward  looking 

up.     Turn  head  right,  look  up.     Same  left.) 

4.  Kite  Caught  in  Tree.     (Place  right  hand  forward,  stretch  arms  high 

overhead,  stand  on  toes.     Pull  kite  string  vigorously,  at  same  time 
bending  knees  slightly.) 

5.  Run  and  Pick  Kite  from  Ground.     (Run  two  or  three  steps,  bend  body 

forward,  pick  up  kite.     Repeat  the  running  and  bending  until  each 
two  rows  have  been  once  around  one  row  of  seats.) 


*  From  "Story  Plays,"  Louise  Wright. 


EiEST  Geade  17 

6.  Kites  Floating  in  the  Air.     (Arms  sideward,  bend  body  right  and  left.) 

7.  Wind    Blowing    the    Kite.     (Inhale,    then    exhale,    imitating    sound    of 

wind.) 

*VII.     The  Little  Bird: 

1.  "Once  I  saw  a  little  bird  go  hop,  hop,  hop."     (Hop  on  one  foot  then 

on  the  other.     Repeat  several  times.) 

2.  "So  I  said,   'Little  bird,  won't  you   stop,   stop,   stop?'"      (Bend   knees 

and  point  with  index  finger  of  right  hand.  Come  to  position,  then 
bend  knees,  again  pointing  with  index  finger  of  left  hand.  Alternate 
several   times.) 

3.  "And  was  going  to  the  window."     (Take  two  or  three  running  steps. 

Stretch  arms  upward,  pushing  up  imaginary  window.  Repeat.  Turn 
and  run  back  to  place.) 

4.  "To  say  'How  do  you  do?'  "     (Bend  head  forward  and  backward.     Re- 

peat several  times.) 

5.  "When  he  shook  his  little  tail."     (Hands  on  hips,  twist  body  right  and 

left  without  moving  feet.) 

6.  "And   far  away  he  flew."      (Arms   extended   sideward,   shoulder  high. 

Move  arms  up  and  down.  Each  two  rows  running  around  one  row 
of    desks.) 

7.  Breathing. 

VIII.  Bkownies: 

1.  Brownies   creep  out  of  their  houses,  which  are   the   trunks  of   trees, 

as  the  sun  sinks.     (Desks  can  serve  as  trees.) 

2.  Skip  around  to  exercise  their  legs  which  are  cramped  from  inactivity. 

3.  Creep  very  quietly  into  the  woods  to   see  if  anyone  needs  them.     If 

they  hear  anyone  coming  they  stoop  quickly. 

4.  Peep  into  the  windows  of  an  old  hut.     (Stretch  high.) 

5.  See  poor  old  lady  asleep  with  house  in  disorder.     (Shake  head  from 

side  to  side.) 

6.  Gather  wood. 

7.  Sweep  floor. 

8.  Wash  soiled  clothes,  wring  them  out,  hang  them  up  to  dry. 

9.  Skip  home,  as  day  breaks,  to  tree  trunks. 

10.     Take   deep   breaths   before    climbing   back    into    trees. 

IX.  Putting  in  Coal: 

1.  Drive  to  house.     Two  children  then  take  hands  to  make  team.     Third 

child  drives.     Heavy  hauling.  .  \ 

2.  Stoop  down  low  to  open  window. 

3.  Shovel  coal.     (Sidewise   motion.) 

4.  Pull  up  chute.     (Stoop  low  and  pull  up  3  times.) 

5.  Gallop  home,  wagon  light,  fast  going. 

6.  Smell  supper   cooking. 


*  From   "Story   Plays,"  Louise  Wright. 
2 


18  Physical  Education 

X.  Gathering  Wood  foe  Fire: 

1.  Walk  out  into  woods  to  get  wood. 

2.  Climb    fence. 

3.  Chop  down  trees. 

4.  Sawing  wood   with   brother. 

5.  Hand  over  fence  to  brother. 

6.  Heavy.     Haul  home. 

7.  Split  into  kindling. 

8.  Carry  up  stairs.  ' 

9.  Light  fire.     Blow  out  match. 

XI.  How  Animals  Get  Ready  for  Winter: 

1.  Squirrel  gathers  nuts  and  buries  them;   jump  on  toes,  get  nuts,  put 

in  mouth,  stoop  down,  dig  hole,  put  in  ground. 

2.  Birds  fly  south;  arms  shoulder  high;   fly  around  room. 

3.  Bear — looks    for    cave.     Walk    heavily    around    room,    sway    from    side 

to  side,  crawl  into  own  seat. 

4.  Pony  being  shod.     Hammer  horse  shoes.     Every  other  child  pony  and 

blacksmith. 

5.  Pony   gallops.     Gallop   around    room. 

6.  Snake  wiggles  slowly  into  hole.     Slide  down  into  seat. 

7.  Deer  in  north  woods  making  tracks  in  snow.     Run  zigzag  around  room. 

XII.  Jack  o' Lantern: 

1.  Children    drive    to    field    for    pumpkins.     (Run    around    room    driving 

horses.) 

2.  Stoop  and  lift  up  very  heavy  pumpkins.      (Place  them  in  wagon,  one 

at  a  time.) 

3.  Drive    home. 

4.  Make  a  Jack  o'lantern.      (Cut  off  top,  dig  out  seeds  and   throw  them 

away.     Make  eyes,  nose  and  mouth.) 

5.  Run  out  with  Jack  o'lantern  to  frighten  people. 

6.  Reach  up  high  to  window.     Hear  some  one  coming,  so  stoop  suddenly. 

Repeat.     Try  another  window  farther  up  the  street.     Window  much 
higher;  can  barely  reach  it. 

7.  Run   home. 

8.  All  out  of  breath  from  hurrying;  take  deep  breaths. 

XIII.  Thanksgiving  Pies: 

1.  Skip  to  store  to  buy  provisions. 

2.  Reach  up  to  counter  for  raisins;   again  for  sugar;   for  nuts;    spices. 

3.  Skip  home  with  basket. 

4.  Make  pies,  shake  flour,  stir,  roll  out  crusts,  put  in  oven. 

5.  Run  out  doors  while  pies  are  baking. 

6.  Take   pies   out   of  oven. 

7.  Burn  fingers;    blow  on  them. 

8.  Smell   pies. 


FiKST  Grade  19 

XIV.  Snow  Man: 

1.  Snow   falling   outside.     (Reach    up    and    bring    arms    lightly    down    to 

floor,  bending  at  waist.) 

2.  Pulling  on  rubber  boots.     (Bend  knee  up  and  stretch  arms.     As  you 

stretch  knee,  bend  arms,  pulling  on  boot.) 

3.  Walking  through  snow    (very  deep).     (High   knee   bending   upward.) 

4.  Make  snow  man.     (Stoop  down,  gather  up  snow  and  roll  to  front  of 

room  body  of  snow  man.) 

5.  Run  back  and   roll  another  to   make   head.     (When  complete   have   a 

child  come  forward  for  snow  man  and  stand  with  arms  raised 
sideways.) 

6.  Make  snowball.     (Kneel  on  one  knee,  gather  up  snow  and  press  hard 

together.) 

7.  Throw  at  man.     (As  balls  hit  head,  child  drops  head  forward.     Then 

one  arm  and  then  the  other.     Finally  legs  are  hit  and  child  falls 
to  floor  in  a  heap.) 
S.     Breathing  and  blowing  on  fingers  to  get  them  warm. 

XV.  Christmas.     Santa  Clatjs's  Visit: 

1.  Santa  puts  on  his  coat,  cap,  mittens  and  boots. 

2.  Looks   at   sky. 

3.  Jumps  in  sleigh. 

4.  Pulls  on  reins. 

5.  Jumps  from  sleigh,  and  warms  hands,  feet  and  arms.     (Run  in  place, 

swing  arms  and  rub  hands.) 

6.  Goes   down  chimney.     (Bend  knees   slowly  as  if  disappearing.) 

7.  Place  presents  in  stockings  and   on   floor   and   table. 

8.  Climb  up  rope  through  chimney. 

9.  Breathe  after  hard  work. 

XVI.  Christmas  Toys: 

1.  Jack-in-the-box.     (Children  stand  in  aisles.     Teacher  makes  downward 

motion  with  hands  as  if  closing  lid  of  box  and  all  children  stoop 
down;  raise  hand  quickly  and  children  jump  to  standing  position. 
They  may  make  a  noise  to  represent  the  squeak  of  "Jack-in-the- 
box.") 

2.  Beating  drum    (marching). 

3.  Shooting  toy  gun.     (Kneel,  point  gun  and  pull  trigger,  saying,  "Bang!") 

4.  Trains    of    cars.      (Each    row    forms    a    train.     The    first    child    places 

hands  on  hips.  Others  place  their  hands  on  shoulders  of  ones  in 
front.     Short  steps  making  "choo-choo"  of  engine.) 

5.  Jumping  jacks.     (Teacher  makes  a  motion  as  if  pulling  a  string  and 

children  jump  into  air  with  feet  apart  and  arms  out  at  sides, 
returning   to   position.) 

6.  Blow  up  new  foot  ball.     (Breathing.) 

7.  Suggest  other  toys. 


20  Physical  Education 

XVII.  Eskimo  Life: 

1.  Represent    snow    storm.     (Stretch    arms    overhead    and    lower    them 

slowly.) 

2.  Blow  flakes  to  represent  wind. 

3.  Walk  through  deep  snow  to  site  of  new  house. 

4.  Cut  blocks  of  snow  and  ice. 

5.  Lift  and   carry  blocks.     (Pile  them   up  to   make   walls.     Stamp   down 

first   layer   of   blocks.) 

6.  Leave  opening  for  door.     (Stoop  and  look  into  new  home.) 

7.  Get  spear  and  run  out  on  ice. 

8.  Spear  some  fish  for  supper. 

9.  Build  fire  and  cook  supper. 

XVIII.  CiKCUs: 

1.  Odd   and   even  rows   face   each   other — row   one  facing  row   two,   row 

three  facing  row  four,  etc.  Odd  rows  toss  peanuts  to  even  rows, 
which  are  elephants.  Elephants  form  trunk  by  clasping  hands  in 
front  and  as  peanuts  are  thrown  they  swing  trunks  high  in  the 
air  to  catch  them  and  then  carry  them  to  mouths  with  trunks. 

2.  Odd   rows  snap  whips   and    even   rows   gallop   in   place   as   if   horses. 

Second  time  whips  are  snapped,  trot;   third  time,  high  step. 

3.  Chariot  race.     All  face  side  of  room.     Even  rows  stand  in  seats  with 

arms  stretched  out  driving.  Odd  rows  take  hands  across  and  gallop 
in  place. 

4.  All  form  bands,  facing  front.     One  or  two  rows  beating  drums,   one 

or  two  rows  playing  fife,  one  or  two  rows  playing  trombone,  etc. 

5.  Two  rows  walk  around  one  row  of  desks  imitating  some  clown's  trick, 

such  as  balancing  stick  on  chin,  juggling  balls,  walking  tight  rope, 
etc. 

XIX.  Making  Garden: 

1.  Reach  up  to  get  spading  fork  and   rake   from  shelf. 

2.  Put  them  over  shoulder  and  skip  to  back  yard  or  vacant  lot  garden, 

3.  Spade  up  earth.     Turn  each  fork  full  over  and  strike  it  hard  to  break 

up  large  pieces. 

4.  Rake   garden. 

5.  Pick  up  stones  and  throw  them  into  a  pile. 

6.  Run  to  get  a  wheelbarrow. 

7.  Stoop    to    pick    up    stones    and    put    them    into    wheelbarrow.     Wheel 

them  to   corner  of  garden  and  dump   in  a  pile. 

8.  Plant  seed. 

9.  Blow  up  seed  bags.     Break  them  between  hands  and  say  "Bang!" 


FiEST  Grade  21 


GAMES 

1.  Drop  the  Handkebchief    (Schoolroom   or   Playground): 
Children  in  circle,  hands  joined. 

One  child  chosen  to  be  "it"  runs  around  outside  of  circle  and 
drops  handkerchief  behind  a  second  child  who  picks  it  up  and. 
chases  first  child.  First  child  tries  to  get  back  to  opening  left  by 
second  child.  If  he  succeeds  he  may  stay  in  circle.  If  caught  he 
must  go  in  center.  Second  child  now  runs  around,  drops  the  hand- 
kerchief and  game  continues.  If  the  children  in  the  center  can 
succeed  in  snatching  the  handkerchief  before  the  one  for  whom  it 
is  intended,  they  may  chase,  and  the  one  for  whom  it  was  intended 
must  go  in  the  center. 

2.  Cat  and  Mouse   (Schoolroom) :  ' 

Cat  chosen  who  hides  (usually  under  teacher's  desk).  Several  children 
chosen  to  be  mice  creep  up  softly  and  when  all  are  assembled  they 
scratch  on  cat's  hiding  place  with  fingers.  When  cat  hears  this 
she  chases  the  mice  who  try  to  get  back  to  their  seats  without 
being  caught.  If  no  mice  are  caught  the  cat  is  "it"  again.  Do 
not  let  one  child  be  cat  too  long.  If  mice  try  to  be  caught  let  last 
one  caught  be  new  cat.     Choose  new  mice  each  time. 

3.  Rabbit's  Nest  (Playground): 

Children  in  groups  of  threes,  hands  joined  forming  nests;  one  child  or 
rabbit  in  each  nest,  and  an  extra  rabbit  in  the  middle.  At  signal 
from  teacher  rabbits  change  nests,  extra  rabbit  trying  to  get  a  nest. 
Child  left  out  stays  in  center.  After  several  times  change  so  all  may 
be  rabbits. 

4.  Run  fob  Your  Supper   (Playground  or  Schoolroom) : 

Players  in  circle.  One  player  chosen  by  teacher  goes  around 
inside,  holds  out  his  hand  between  two  players  and  says,  "Run  for 
your  supper."  The  two  run  around  opposite  ways  outside;  the  one 
who  first  returns  to  the  vacant  place  wins,  and  they  start  the  next 
runners. 

5.  Squirrel  and  Nut  (Schoolroom;  Playground): 

Like  "drop  the  handkerchief,"  but  children  stand  with  eyes  shut  and 
hands  behind  them.  Child  chosen  to  be  squirrel  goes  around  and 
drops  nut  in  hands  of  another  player  who  chases  him.  If  caught, 
squirrel  must  be  put  in  cage  (center  circle)   and  is  out  of  game. 

6.  Squirrel  and  Nut    (Schoolroom). 

Where  desks  cannot  be  moved  or  there  is  no  room  for  circle,  children 
may  drop  heads  on  desks,  eyes  shut,  and  hold  hands  out  in  front  of 
them. 

7.  Fox  AND  Squirrel  (Schoolroom)  : 

Children  stand  in  two  straight  lines.  Pass  an  object  (the  squirrel)  zig- 
zag back  and  forth.  In  a  few  seconds  start  a  second  object  (the 
fox).     Object   of   game   is   to   see   if   they   can   make   second   object 


22  Physical  Education 

overtake  first  before  end  of  line  is  reached.  May  be  played  in 
school  room  by  having  two  rows  sit  facing  each  other  with  feet 
in   aisles. 

8.  Sheep,  SHEEa>  Come  Home   (Playground)  : 

One  player  chosen  who  represents  the  wolf,  another  the  Mother  Sheep. 
Rest  of  players  are  her  children.     Mother  sheep  stands  on  one  side 
of  room,  wolf  hides,  and  children  on  other  side  of  room. 
Mother  calls,  "Sheep,  sheep,  come  home." 
Children,  "We're  afraid." 
Mother:  "Of  what?" 
Children:   "The  wolf." 
Mother:    "The   wolf  has  gone  to   Dixieland  and   won't   be  back  for 

seven  days,  so  sheep,  sheep,  come  home." 
Sheep  run  across — wolf  chases — all  caught  must  help  him. 
Repeat.     Mother  crossing  over  to  other  side. 

9.  Magic  Carpet  (Schoolroom) : 

An  elimination  game  should  be  played   only  when   children  are  well 

under  control  of  teacher. 
Draw  square  on  floor.    Children  skip  or  run  through  square.    At  signal 

all   stop.     Those   caught   in   magic   carpet  are   eliminated. 

This  may  be  done  to  music.     Signal   may  be   sudden   cessation   of 

music  or  clapping  hands  or  blowing  whistle. 

10.  Have  You  Seen  My  Sheep  (Schoolroom  or  Playground): 

Circle,  hands  joined  (may  be  played  in  seats).  One  child  goes 
up  and  says  to  another  "Have  you  seen  my  sheep?"  "No;  what 
does  it  look  like?"  First  child  then  describes  another  player.  As 
soon  as  second   child  guesses  who   is  being  described,  he  says   "Is 

it  ?"  If  correct  he  then  chases  the  person  described 

who  runs  outside  of  aisle  and  tries  to  get  back  to  place  without 
being  caught.  If  he  succeeds  he  asks  the  question;  if  caught,  the 
one  who  catches  him  asks  the  question. 

11.  Stone    (Playground  or  Schoolroom): 

Players  in  circle.  One  player,  "Stone,"  sits  or  stoops  in  circle  drawn 
in  center.  Others  advance  slowly  trying  to  get  as  close  as  possible 
without  being  caught.  Stone  suddenly  jumps  up  and  chases  players 
who  rush  back  to  circle.     All  caught  become  stones. 

12.     Water  Sprite    (Playground): 

Children  in  two  equal  lines  facing  each  other  about  ten  to  fifteen 
feet  apart.  This  space,  the  river.  Two  water  sprites  are  chosen 
Who  stand  in  middle  of  river.  One  child  from  one  side  comes  out 
and  beckons  to  a  child  on  the  opposite  side.  These  two  change 
places.  If  either  is  caught  he  becomes  the  water  sprite.  If  not 
caught  stays  in  line. 

Note.  If  water  sprites  prefer  to  stay  water  sprites  and  do  not  make  any  effort  to  catch, 
change  game  so  that  a  safe  journey  to  opposite  side  is  rewarded  by  the  player  becoming 
water    sprite. 


ElKST   GkaDE 


23 


RHYTHMIC 

1.     Farmer  in  the  Dell   (Traditional 

1.  The  farmer  in  the  dell. 
The   farmer   in   the  dell. 
Heigh-o,  the  dairy-o, 
The  farmer  in  the  dell. 

2.  The  farmer  takes  his  wife. 
The  farmer  takes  his  wife. 
Heigh-o,   the   dairy-o, 
The  farmer  takes  his  wife 

3.  The  wife  takes  the  child. 

4.  The  child  takes  the  nurse. 

5.  The  nurse  takes  the  dog. 

6.  The  dog  takes  the  bone. 

7.  The  bone  stands  alone. 


GAMES 

NortJi  Carolina  Folk  Game): 
Children  in  circle, 
hands  joined.  Farmer  in 
center.  Children  circle 
around  to  right  while  sing- 
ing. Each  child  as  chosen 
enters  the  circle.  As  child- 
ren sing  the  last  verse  all 
clap  and  all  but  bone  re- 
turn to  circle.  "Bone"  be- 
comes next  farmer. 


2.     iTisKiT,  ITASKET    {Traditional  North   Carolina  Folk  Game): 

Circle,  hands  joined. 
One    child    with    handker- 
chief,    runs     around     and 
drops  it  in  back  of  a  second 


Itiskit,   Itaskit. 
A  green  and  yellow  basket, 
I   sent  a   letter  to  my  love 
And  on  the  way  I  dropped  it, 
I  dropped  it,  I  dropped  it. 
A  little  boy  picked  it  up 
And  put  it  in  his  pocket. 
His    pocket,    his    pocket. 
A  little  boy  picked  it  up 
And  put  it  in  his  pocket. 


child  who  picks  it  up  and 
chases  the  first  child.  First 
child  tries  to  get  back  to 
second  child's  place  without 
being  caught.  If  successful 
he  is  "It"  again.  If  first 
child  is  caught,  second  child 
is  "It." 


ITISKIT,  ITASKET 


d^ 


rJli'rg|n:rnrrj|l:i;rr[|i:i:rr.] 


a 


^ 


ailij'  rr^lfrr^li'  tf^r^n^N 


Little  Sally  Waters  (Traditional  North  Carolina  Folk  Game) : 

Players  in  circle,  all  hands  joined;  Sally  sits  in  center  of  circle. 

"Little  Sally  Waters,  sitting  in  a  saucer; 

Crying  and  weeping  for  some  young  man  to  court  her." 

Circle  skips  to  left,  while  Sally  pretends  to  cry. 

"Rise,  Sally,  rise;  and  wipe  your  weeping  eyes; 

Turn  to  the  East  and  turn  to  the  West, 

And  turn  to  the  one  that  you  like  best." 
Sally  pantomimes  the  action  described  in  the  song,  and   ends  facing 

some   player   in    the    circle,    who   takes    the    center    as    the    song    is 

repeated. 


24 


Physical  Education 
LITTLE   SALLY  WATERS 


h. 


^^ 


P^^4fi,ri'lr  JlrrJMr  j|f:r,[i-|i'^ 


tfc 


^^^^^M 


h'  f  P-if  ;ir.f, 


l^iil^^ 

THE 

pi H 

-• « — 

SNAIL 

-f*           ft 

— s* 

^ d M 

Hand    in 

S 

land      you 

r^                 ^ , 

1 \ 

-J 

see        us 

n« ^^ 

^— — ^ 

-1— ^ 

well 

^ ^ i 

"—^ 1^ — d — ^ 

Creep     like    a 

• 

1            ^ 

"^^tf  ^4-[^ — ^^^ 

E4— -[—J 

=t— 

— 0 r^ 

^. ' 

?P3^3; 


~:^      ^-      ^ 


33 


life 


snail       in    -    to        his      shell ;      Ev    -   er     near   -  er,       ev    -   er 

-m- 
■+- 


^ir 


!P=i 


-i 1- 


^ 


near  -  er,       Ev  -  er       clos  -  er,       ev   -  er       clos  -   er,        Ve  -  rr 


rf 


^^^ 


^gl 


4:=b|:. 


-^--^: 


-^ ^ — 


0 •- 


.     :^ 

-•-       -•-      -si- 
snug     in  -  deed     you  dwell,  Snail,with  -  ii^   your     ti    -   ny     shell. 


I 


ill 


3r 


i 


First  Grade 


25 


*4.     Snail.  •       ■ 

Hand  in  hand  you  see  us  well 
Creep  like  a  snail  out  of  his  shell. 
Ever  farther,  ever  farther, 
Ever  wider,  ever  wider; 
Who  would  think  this  tiny  shell 
Would  have  held  us  all  so  well. 

1.  The  players  all  stand  in  line  holding  hands;  while  singing  the  first  verse 

they  wind  up  in  a  spiral,  following  the  leader,  who  walks  in  a  circle 
growing  ever  smaller  until  all  are  wound  up,  still  holding  hands. 

2.  The  leader  then  turns  and  unwinds,  until  all  are  again  in  one  line. 
This  "winding  up"  is  a  very  old  traditional  feature  in  games,  and  is 

supposed  to  have  originated  in  tree  worship. 

5.     I  Went  to  Visit  a  Feiend  One  Day. 

1.  I  went  to  visit  a  friend  one  day. 
She  only  lived  across  the  way. 

She  said  she  couldn't  come  out  to  play. 
Because  it  was  her  washing  day. 
This  is  the  way  she  washed  away. 
This  is  the  way  she  washed  away. 
She  said  she  couldn't  oome  out  to  play 
Because  it  was  her  washing  day. 

2.  Ironing  day. 

3.  Sweeping  day. 

4.  Scrubbing  day. 

5.  Mending  day. 

6.  Baking  day. 

7.  Sabbath  day. 

In  single  circle,  hands  joined  circle  moves  to  left  while  singing  first  four 
lines;  then  stand,  facing  center,  for  the  appropriate  action  following  each 
verse.  After  verse  7,  the  "Sabbath  Day"  is  indicated  by  marching  toi  church, 
with  the  Sunday  parasol  indicated  by  the  palm  of  the  left  hand  above  the 
forefinger  of  the  right. 


I  WENT  TO  YISIT  A  FRIEND  ONE  DAT 


lfc± 


4;^'  Jiff  cfi-NJ^J  iircrrirriTi^ 


M: 


5 


^ 


* 


j)^  r  n  r 


£ 


ctt  f  r. 


k^ 


P  i:rfrcirif?teFr[lrtrdi^''^^il-u' 


m 


*  From   Bancroft's    "Games   for    School,    Home,    Playground    and    Gymnasium,"    copyrighted 
and  published  by   The  Macmillan   Co.      Used  by  permission. 


26 


Physical  Education 


6.     Round   and    Round    the    Village    iTraditional    North    Carolina    Folk 
Game) : 

1.  Go  round  and  round  the  village. 
Go  round  and  round  the  village. 
Go  round  and  round  the  village 
As  we  have  done  before. 

2.  Go  in  and  out  the  windows. 

3.  Go  now  and  face  your  partner. 

4.  Now  follow  me  to  London. 
Single  circle,  hands  joined. 

One    or    more    children    may    be    chosen    to    skip    around    inside    of 
circle  during  first  stanza. 

Second  stanza,  children  in  circle  raise  hands  high  making  windows; 
children  in  center  skip  in  and  out  of  windows  thus  formed. 
Third  stanza,  children  skipping  choose  a  partner. 
Fourth  stanza,  children  chosen  follow  partners  around  circle. 

Note.     First   children  skipping   may   now   return   to    circle   or    all  may    continue   until    all 
are  playing. 


KOUJfD  AND  ROUND  THE  TILLAGE 


fc± 


Jl 


h'  1  ^1  i^rnfr  Ml  TTTJl^-^^ 


^ 


f=^=^ 


7.     Little  Jack  Hobnek. 

Double  circle  facing  forward:  inside  hands  joined. 

(a)  "Little  Jack  Horner,  sat  in  a  corner."     Touch  outside  foot  forward, 

step  forward  on  outside  foot;  repeat  inside  foot. 

(b)  "Eating  his  Christmas  pie":  join  both  hands  with  partner  and  take 

three  slides  forward  around  circle. 

(c)  "He  put  in  his  thumb,  and  pulled  out  a  plum":  suit  action  to  words. 

(d)  "And  said,  'What  a  good  boy  am  I'."     Same  as  &,  in  reverse  direction. 

LITTLE    JAGfr  HORMEf^ 


t|Vn^jj|fr,rJj|jj7''/u-r! 


^ 


liijJ  J  lj.r  J' -'-n  J  i^^j> 


First  Grade 


27 


8.     London   Bridge:    (Tune  and  form  of  play,   traditional  Isforth   Carolina 
Folk  Game) : 

London  Bridge  is  falling  down 
Falling  down,  falling  down. 

1.  London  Bridge  is  falling  down 
My  fair  lady. 

2.  Off  to  prison  you  must  go. 

3.  Take  the  keys  and  lock  her  up. 

The  following  words  are  also  suggested: 

1.     London  Bridge  is  falling  down. 
Build  it  up  with  iron  bars. 
Iron  bars  will  bend  and  break. 
Build  it  up  with  gold  and  silver. 
Gold  and  silver  will  be  stolen  away. 
Get  a  man  to  watch  all  night. 
Suppose  the  man  should  fall  asleep? 
Put  a  pipe  into  his  month. 
Suppose  the  pipe  should  fall  and  break? 
Get  a  dog  to  bark  all  night. 
Suppose  the  dog  should  meet  a  bone. 
Get  a  cock  to  crow  all  night.  .     ■ 

Here's  a  prisoner  I  have  got. 
What's  the  prisoner  done  to  you? 
Stole  my  hat  and  lost  my  keys. 
A  hundred  pounds  will  set  him  free. 
A  hundred  pounds  he  has  not  got. 
Off  to  prison  he  must  go. 


2. 

3. 

4. 

5. 

6. 

7. 

8. 

9. 
10. 
11. 
12. 
13. 
14. 
15. 
16. 
17. 
18. 


LOND©H  BRIDSe: 


■-%? 


^ 


Hickory,   Dickory,    Dock: 

Hickory,  dickory,  dock  (tick,  tock) 

The  mouse  ran  up  the  clock  (tick,  tock) 

The  clock  struck  one 

The  mouse  ran  down 

Hickory,  dickory,  dock   (tick,  tock) 


28 


Physical  Education 

Children  in  two  straight  lines  facing  about  ten  feet  apart. 
Hands  clasped  low  in  front  of  body;  swing  in  time  with  music  for 

first  line.    Stamp  left  foot  on  tick  and  right  on  tock. 
Second  line — Take  eight  little  running  steps  forward;  stamp  L  and 

R  on  tick  and  tock. 
Third  line — Clap  hands  once  on  "one." 
Fourth  line — Eight  steps  back  to  place. 
Fifth  line — Swing  pendulum  and  stamp  as  for  first  line. 

DICKORV,  D/CKORr   DOCK 


^ 


i 


10.     Did  You  Ever  See  a  Lassie?     (Words  and  Music  Traditional) : 
Either  in  circle  or  children  standing  beside  seats. 
One  child  leads,  standing  in  front  of  room  or  in  center  of  circle. 
On  words  "Go  this  way  and  that  way"  make  motions  which  other 
children  follow. 

DtDYCrU   ev/CR  SEC  A    LASSliE 


^? 


^ 

2E 


First  Grade 


29 


1.  Children  in  circle  moving  to  left  around  "lassie." 

"Did  you  ever  see  a  lassie,  a  lassie,  a  lassie,  '" 

Did  you  ever  see  a  lassie,  do  this  way  and  that?" 

2.  Circle  stands  and  imitates  action  done  by  "lassie." 

"Do  this  way  and  that  way;  do  this  way  and  that  way; 
Did  you  ever  see  a  lassie,  do  this  way  and  that." 
To  take  her  place  in  center,  "Lassie"  chooses  the  child  who  guesses 
what  activity  was  being  imitated,  and  the  game  proceeds. 


11.     The  Muffin  Man: 


1.  Oh,  have  you  seen  the  Muffin  Man, 
The  Muffin  Man,  the  Muffin  Man? 
Oh,  have  you  seen  the  Muffin  Man, 
That  lives  in  Drury  Lane? 

2.  Oh,  yes,  I've  seen  the  Muffin  Man     , , ,  .  .  '  ,    . , 
The  Muffin  Man,  the  Muffin  Man 

Oh,  yes,  I've  seen  the  Muffin  Man 
Tliat  lives  in  Drury  Lane. 

Players  in  circle,  hands  joined,  one  or  more  in  center. 

Children  sing  verse  while  those  inside  skip  around  for  first  two 

lines.     They  stand  still  during  third  and  choose  a  partner. 
Second  verse,  those  in  center  skip  around  and  sing  "two"  "four," 

etc.,  "Have  seen  the  Muffin  Man."     Continue  until  all  have  been 

chosen. 


THE  MUFFIN  MAN 


^S—^ 


■     > 

1 — i — -i-. — f f- — -i — -i » ?* — ^ 1 f— 

^ 

)  *  1         ^                ,          — — ^ 

—^ 

V 

J. 1 tU 1 1 U i 1 

12.     Hunting:* 

Oh,  a-hunting  we  will  go  •    ' 

A-hunting  we  will  go. 

"We'll  catch  a  little  fox  and  put  him  in  a  box 

And  will  not  let  him  go. 

Two  equal  lines,  facing  about  5  feet  apart.  During  first  four  measures, 
head  couple  grasp  hands  and  skip  down  and  back  between  the  two  lines 
during  last  4  measures,  two  drop  hands  and  race  around  behind  lines  seeing 
who  can  get  to  foot  first.    Each  goes  behind  his  own  line. 


*  From  Bancroft's   "Games  for   School,  Home,   Playground  and   Gymnasium,"  published  by 
The  Macmillan   Co.,   New  York.     Used  by  permission. 


30 


Physical  Education 
HUNTING 


^  ]  jj||-  i-irr-^-g^ 


»    0      40    ^ 


H 


3 


^ 


^ 


t/  1/ k_k. 


13.     See  Saw,  Margeey  Daw: 

1.  "See-saw,  Margery  Daw." 

Double  circle  facing  partner,  both  hands  joined.     Swing  joined 
hands  forward  and  back  in  line  of  direction:  repeat 

2.  "Jack  shall  have  a  new  master." 

Keeping  hands  joined,  4  slide  forward  in  line  of  direction. 

3.  "He  shall  have  but  a  penny  a  day." 

Shake  R  forefinger  at  partner,   L  fist  under  R  elbow,  R  foot 
pointed  forward. 

4.  "Because  he  can't  work  any  faster." 
Four  slide  back  to  place. 

This  can  be  done  in  a  schoolroom,  joining  hands  above  desks. 

see  -  SAW,  MARGCRr  daw 


J   \u\  I  -J  r if  I 


& 


— \ —  '' — f^  1^  I* 


=f^ 


«y  1 


w    «   ^ 


14.     Lo©BY  Loo  (Tune  Traditional): 

1.  Here  we  dance  Looby  Loo 
Here  we  dance  Looby  Light 
Here  we  dance  Looby  Loo 
All  on  a  Saturday  night. 

2.  I  put  my  right  hand  in 
I  put  my  right  hand  out 

I  give  my  right  hand  a  shake,  shake,  shake 
And  turn  myself  about. 


First  Grade 


81 


3.  Repeat  1  between  each  verse. 

4.  I  put  my  left  hand  in 

5.  I  put  my  right  foot  in 

6.  I  put  my  left  foot  in 

7.  I  put  my  little  head  in 

8.  I  put  my  whole  self  in. 
Single  circle,  hands  joined. 

Slide  around  to  right  first  three  lines:  stand  still  on  fourth. 
Suit  action  to  words  for   each  verse.     Repeat   1st  verse  between 
3d  and  4th,  etc. 

LOOBY   LOO 


i — flF dl ^* w B    jj — S^ ^ ^ — gA 


>MJ  el  i 


* 


>l^^^?^JjUiJJ'il'<  J ''  1 


15.     Shoemakers'  Dance: 


Double  circle,  facing  partners. 

Measures  1-2 — Arms  shoulder  high,  hands  clenched,  roll  one  arm 

over  other  three  times.     Reverse  and  roll  over  three  times. 
This  represents  winding  the  thread. 

Measure  3 — Full  hands  apart  by  jerking  elbows  backward  twice. 
Measure  4 — Clap  hands  three  times. 
Measures  1-3 — Repeat. 

Measure  4 — Hammer  fists  together.     Driving  the  peg. 
Measures  5-8 — Join  inside  hands,  outside  hands  on  hips.     Skip  or 

simple  polka  step  around  room. 
Repeat  from  beginning. 


32 


Physical  Education 


THE   SHOEMAKEE 
Danish 


^=; 


S^^'^r^l 


:|=?=g 


fe£=Ni; 


J- 


m^ 


J-  -1     • 

:prz=pi=p— ^ 


-^:    8  *   ... 


D.C. 


^  E&='tSE^^EEE|==^=f3 


16.     The  Swing: 


Children  in  groups  of  three.  Numbers  1  and  2  have  hands  joined, 
number  3  places  his  hands  on  their  arms.  Numbers  1  and  2 
are  the  swing;  number  3  is  swinging.  All  numbers  3  should 
be  facing  same  direction. 

Measure  1 — ^Number  3  pushes  swing  forward  and  upward  and  bal- 
ances forward  on  R  foot,  L  raised  behind. 

Measure  2 — Pull  swing  down  and  back  and  balancing  on  L  foot. 
Continue  singing  until  last  measure,  when  swing  is  pushed  high 
and  child  passes  under,  catching  next  swing.  Repeat,  change 
numbers  so  all  will  have  chance  to  swing. 

Swinging  in  the  swing, 

Swinging  up  so  high: 

"We  can  almost  bump  our  heads 

Close  against  the  sky. 


THe  SWIIiG 


First  Gkade 


33 


17.     Kitty  White: 

1.  Kitty  White  so  slyly  comes 
To  catch  the  Mousie  Gray; 

But  Mousie  hears  her  softly  creep 
And  quickly  runs  away. 

2.  Run,  run,  run,  little  mouse; 
Run  all  around  the  house; 

For  Kitty  White  is  coming  near 

And  she  will  catch  the  mouse,  I  fear. 
One  child  is  chosen  for  the  Kitty,  and  one  for  Mousie.  The  other 
players  move  around  to  the  left  in  single  circle,  hands  joined, 
while  Mousie  Gray  is  in  the  center  of  the  circle,  and  Kitty  White 
is  on  the  outside,  moving  around  and  peeping  in  at  the  mouse. 
When  the  second  verse  is  reached,  the  circle  stops  moving  and 
drops  hands  while  the  mouse  runs  in  and  out  of  fHe  circle, 
chased  by  Kitty  White.  While  the  chase  is  going  on,  the  players 
in  the  circle  stand  in  place  and  clap  their  hands  while  singing. 

KITTY  WK^Te 


-tuiilil'^^ki^^ 


laE 


I 


ZI3 


Iz^ 


rri^r  ^\[[t^ 


±L. 


GRADE  II 

For  Explanation  of  Types  of  Exercises,'  see  pages  12,  IS,  Iff. 

STORY  PLAYS 

I.  On  a  Farm: 

1.  Run  from  car  to  farmhouse.     Each  two  rows  run  around  one  row  of 

seats. 

2.  Pump  cool  water  from  well. 

3.  Feed  chickens.     Hold  box  in  left  arm,  take  grain  out  with  right  and 

throw  over  high  fence. 

4.  Climb  ladder  into  hay  loft. 

5.  Pitch  hay  into  stall  below.     With  one  foot  forward  lift  hay  with  pitch 

fork  and  pitch  into  chute.     Ram  hay  down  with  pitch  fork. 

6.  Climb  down  ladder. 

7.  Run  into  house. 

8.  Tired,  take  deep  breath. 

II.  Washing  Clothes: 

1.  Wash  clothes  using  back  of  seat  or  desk  for  scrubbing  board.     Lean 

over  and  scrub  hard. 

2.  Put   clothes  through   wringer.     Stand   on   aisle,   facTng  side   of   room. 

Left   hand  guides   clothes   while   right  hand   turns   handle.     Wring 
some  by  hand. 

3.  Hold  basket  on  head  and  carry  out  to  line.    Two  rows  around  one  row 

of  desks. 

4.  Shake  clothes  and  hang  on  line.     Use  both  hands  and  reach  up  on 

tip-toe. 

5.  Run  out  to  play  while  clothes  dry. 

6.  Imitate  wind  blowing  clothes. 

III.  Gathering  Vegetables: 

1.  Run  and  get  baskets,  spades  and  pails.     Let  some  hitch  horses  to  big 

farm  wagons. 

2.  Climb  into  wagons.    Climb  across  seat  into  next  aisle. 

3.  Jump  out  of  wagon.     Carry  forks  and  baskets  to  potato  patch. 

4.  Dig  and  pick  up  potatoes.     Carry  and  put  into  basket. 

5.  Get  other  vegetables:  corn,  cabbage,  pumpkins  and  carrots. 

6.  Take  pails  and  baskets  and  run  to  orchard. 

7.  Reach  up  high  to  pick  grapes  and  apples. 

8.  Carry  fruit  to  wagon. 

9.  One  child  drives  team  (around  room)  going  home.    Horses  have  heavy 

load  so  others  have  to  walk. 

IV.  Playing  With  Leaves: 

1.  Skip  out  to  yard. 

2.  Bend  knees  and  reach  out  to  get  leaves. 

3.  Put  them  on  top  of  desk. 

4.  Have  fight  with  leaves.    Two  rows  facing. 


Second  Grade  35 

5.  Gather  more  piles. 

6.  Run  into  house  for  matches.     Light  match  on  bottom  of  shoe  and  set 

leaves  afire. 

7.  Dance  around  fire. 

8.  When  fire  burns  down  make  it  bright  by  blowing  it. 

V.     Decorating  Christmas  Tree: 

1.  Make  stand  for  tree.     Get  hammer,  nails  and  saw.     Walk  rapidly  to 

back  yard.     Knock  boards  from  an  old  box.     Saw^  boards,  etc. 

2.  Carry  stand  and  tree  into  house.     Put  tree  in  one  corner  of  room. 

3.  Decorate  tree  with  presents  and  candles. 

4.  Light   candles. 

5.  Dance  around  tree. 

6.  Blow  out  candles. 

VL     SajS'ta  Claus's  Visit: 

1.  Driving  reindeer.      (Sit  on  tops   of  desks  if  they  do   not  tip.     Backs 

straight,  arms  stretched  out  in  front,  hands  holding  reins.     Alter- 
nately pull  in  and  release  reins.     Say  "Whoa"  as  you  pull  in.) 

2.  Warming  feet.      (Jump  down  from   seats.     Place  hands  on  hips.     Up 

on  toes.     Run  in  place.     May  count  for  the  running.) 

3.  Breathing. 

4.  Santa  Claus  reading  names  on  stocking.     (Hold  pack  over  back.    Bend 

forward    from    hips.      Look    up    and    read    names.      Suggest    names, 
stand  up  straight.) 

5.  Placing  presents  in  stockings.      (Reach  to  pack  on  back.     Bend  knees 

and  stoop  forward  to  deposit  present.     Up  straight  and  stretch.) 

6.  Climbing  rope  up   the   chimney.      (Start   with   one   hand    in   front    of 

chest  and  the  other  high  up.     Alternate  hands  as  you  climb.) 

7.  Driving  reindeer. 

8.  Breathing  in  cold  air.     Watch  breath  as  you  exhale. 

VIL     Jack  o'  Laktern: 

1.  Jump  over  stone  wall  and  go  quietly  into  field  to  get  pumpkin.     Over 

seat  into  next  aisle. 

2.  Walk  quickly,  feet  high  so  as  to  avoid  rattling  corn  stalks  and  rousing 

farmer's  dog. 

3.  Reach  down  until  you  find  a  good  one  for  your  Jack  o'  lantern.     Reach 

forward  and  back. 

4.  Run  home  quietly. 

5.  Sit  down  and  make  lantern. 

6.  Run  down  street  and  hold  lantern  up  to  someone's  window. 

Every  other  row  sits  in  desk.    Say  "Boo."' 

7.  Stoop  down  to  hide  so  those  inside  can't  see.     Those  inside  look  out. 

8.  Children   with   lanterns   walk   to   next   window   with    knees    half   bent 

so  they  won't  be  seen.     Stoop  and  say  "Boo." 

9.  Run  home  softly  on  tiptoes. 

10.  Blow  out  candles  3  deep  puffs. 

11.  Repeat  from  6  on  with  rest  of  children. 


36  Physical  Education 

VIII.  Brownies'  Party: 

1.  Wind  blows  calling  brownies. 

2.  Brownies  run  to  party  in  woods. 

3.  Look  up  to  see  if  moon  shines  and  to  see  stars. 

4.  Raise  arms  to  catch  leaves  as  they  fall. 

5.  Gather  leaves  and  scatter. 

6.  Run  through  leaves. 

7.  "Wind  blows  telling  brownies  party  is  over    (breathing). 

IX.  Membees  of  the  Fiee  Department: 

1.  Driving  horses  to  fire.     Different  fire  apparatus  for  each  row  of  chil- 

dren.    Gallop  around  the  room.     "Ready — go";   and  back  to  seats. 

2.  Deep  breathing  to  prepare  for  work.     "In!    Out!" 

3.  Playing  water  on  flames.     Feet  apart,  grasp  hose  in  front,  arms  out- 

stretched. Move  arms  slowly  to  left  side,  twisting  the  body  some- 
what— one!  Sway  over  to  right  side — two!  Repeat  and  try  in 
rhythm,  making  a  hissing  noise  to  represent  the  noise  of  water 
rushing  through  nozzle. 

4.  Climbing  ladder  to  window.     Opposite  hand  and  foot  used.     Left  hand 

and  foot  used.  Left  hand  and  right  knee  up.  Changing  hand  and 
knee-change!     Again — one!    two!      Keep  it  up — begin! 

5.  Chopping  window  open.     Feet  apart,  hands  over  right  shoulder  grasp- 

ing axe,  body  twisted  somewhat.  Chop  down^one!  Swing  to  other 
shoulder — two!     Keep  it  going  ten  minutes — go! 

6.  Throwing   clothes    out   of   window.      Stoop    down,    pick   up    armful    of 

clothes,  etc. — one!  Stretch  up  and  throw  out  of  window — two! 
Repeat. 

7.  Descending  ladder. 

8.  Driving  horses  home.  Slow  trotting  around   room,  holding  reins   in 

front. 

9.  Getting  rid  of  smoke  in  lungs.     In!     Out! 

X.  Moving  Day: 

1.  Select  a  few  children  to  represent  moving  van  with  one  child  as  driver. 

At  given  signal  have  driver  bring  van  to  front  of  room. 

2.  Load  van  with  furniture.     Some  children  can  carry  things  to  front  of 

room  while  others  pack  them  in  van. 

3.  Stoop  to  roll   up  rugs.     Climb   on   ladder   and   reach   up   high   to  get 

pictures. 

4.  Get  barrels  from  the  basement  (cellar)  and  roll  them  out  to  the  van. 

0.  Shake  curtains  and  small  rugs  before  putting  them  in  van.     Blow  to 

represent  wind  carrying  the  dust  away. 

6.  All  loaded.    Climb  on  van  and  drive  to  new  house.     Skip  around  room. 

7.  Unload  van.     Repeat  some  of  the   above   and   let   children   add   other 

items. 

XI.  Cleaning  House: 

1.  Open  windows.    Reach  up  to  pull  top  ones  down.    Push  up  lower  ones. 

2.  Roll  up  rugs.     Stoop  and  walk  forward  a  few  steps  as  you  roll' rugs. 

3.  Carry  rugs  out  of  doors. 


Seconh  Grade  37 

4.  Shake  small  rugs.     Beat  others.     Kneel  on  one  knee.     Use  beater   in 

right  hand  and  then  in  left  hand.    May  use  beater  in  both  hands. 

5.  Blow  the  dust  away. 

6.  Run  into  house  and  sweep  floors. 

7.  Get  rugs  and  replace  them  on  floor. 

8.  Wipe  furniture  with  cloth.     Reach  up  high  to  clean  shelves. 

9.  Get  dust  out  of  lungs.     Breathe  in  fresh  air  from  windows. 

XII.  Mowing  Lawjv: 

1.  Push  lawn  mower  around  room  or  around  one  row  of  seats. 

2.  Run  to  tool  house.    Reach  up  to  get  rake  and  broom.     Get  wheelbarrow 

also.    Wheel  it  to  lawn. 

3.  Rake  grass. 

4.  Stoop  down  and  get  armfuls  of  grass  to  put  in  wheelbarrow. 

5.  Wheel  grass  to  back  yard.     Dump  in  pile. 

6.  Go  back  to  get  some  heavy  stones.     Stoop  to  lift  them. 

7.  Sweep  sidewalk  and  put  tools  away. 
S.  Skip  into  house  and  get  lunch. 

XIII.  Shoemaker  and  Elves: 

1.  Tired  shoemaker  works  slowly  making  shoes. 

2.  Yawns,  stretches  and  goes  to  bed. 

3.  Elves  come  dancing. 

4.  Elves  make  shoes.     Wax  thread,  bore  holes  with  awl,  pound  nails. 

5.  Elves  dance  away  at  daybreak. 

6.  Shoemaker  goes  to  work  and  is  surprised  to  see  shoes  all  finished. 

7.  Shoemaker  and  wife  make  clothes  for  elves. 

8.  At  night  elves' return,  put  on  new  clothes  and  dance  in  fairy  circle. 

*XIV.     The  Sailor: 

1.  Sailor  Saluting.      (Right  hand  above  right  eye,  elbow  out,  upper  arm 

on  line  with  shoulder,  body  erect.) 

2.  Sailor  Walking  Out  on  Mast.     (Arms  sideward,  take  two  or  three  long 

steps  on  toes.     Turn  and  return  to  position.) 

3.  Hoisting  the  Sail.     (Arms  upward,  take  imaginary  rope  and  pull  down 

hard,  bending  knees  (one  foot  in  advance  of  the  other)  and  stretch- 
ing until  sail  is  in  place.) 

4.  Climbing  Mast.     (Both  arms  around  mast,  lift  first  one  knee  then  the 

other  (climbing  motion)  until  top  of  mast  is  reached.) 

5.  Sighting  land.      (Put   left  arm    around   mast,    shade    eyes   with   right 

hand,  bend  forward  right  and  look  way  off.) 

6.  Land  is  Seen;   Sailors  Happy.      (Jump  up  and  down  clapping  hands.) 

7.  Rowing  (from  Large  Boat)   in  Small  Boat  to  Shore.     (Right  foot  for- 

ward, take  oar  in  hands  and  row,  using  long  strokes  with  arms  and 
swaying  body  forward  and  backward.) 

8.  Pushing  Small  Boat  up  on  the  Beach.      (Bend  body  forward,  bending 

both  knees    (one  foot  in  front  of  other),  push  boat  taking  two  or 
three  steps  forward.) 

9.  Wind  Blowing  Sail.      (Hands  on   hips,   feet  apart,  body  bent  forward 

(slightly),  lips  in  blowing  position.     Blow.) 


From   "Story   Plays,"   Louise  Wright. 


38  Physical  Education 

*XV.    George  Washington: 

1.  A  Great  Soldier.     (Stand  very  erect,  then  swing  arms  forward,  then 

sideward,  shoulder  high,  palms  of  hands  up.) 

2.  Mounting  His  Horse.     (Raise  one  foot  high  putting  it  into  the  stirrup, 

hands  up  holding  saddle.     Repeat  same  with  other  foot.) 

3.  Riding  His  Horse.      (Each  two  rows  gallop   once  around   one  row  of 

seats.) 

4.  Crossing  the  Delaware  "With  His  Soldiers.     (Head  erect.     Place  right 

foot  a  long  step  forward.  Raise  and  lower  heels  slowly,  with  the 
motion  of  the  boat,  up  and  down.) 

5.  Soldiers  Looking  for  Enemy.     (Bend  body  right,  shade  eyes  with  right 

hand,  look  far  away.     Same,  bending  left.) 

6.  Raising  the  American  Flag.     (Reach  up  first  with  one  hand,  then  the 

other  (pulling  the  rope),  bend  knees  with  arm  movement.) 

7.  Saluting  the  Flag.     (Look  up  at  high  flag.     Salute.) 

8.  Giving  the  Bugle  Call.     (Hold  imaginary  bugle,  with  both  hands  near 

mouth.    Breathe  deeply,  then  give  a  bugle  call.) 

*XVI.     The  Jungle: 

1.  Running  Through   the   Jungle.      (Bend   body   forward   right,   run   few 

steps,  look  for  animals,  then  bend  body  forward  left,  run  few  steps. 
Repeat  until  each  row  has  run  once  around  one  row  of  seats.) 

2.  Looking  for  the  Wild  Animals.     (Turn  head  right,  then  left.     Repeat.) 

3.  The  Tiger  Leaping.     (Face  side  of  room,  place  one  hand  on  desk  and 

one  hand  on  back  of  chair,  bend  knees  deeply  then  jump  over  chairs 
to  next  aisle.    Turn  and  repeat.) 

4.  The   Giraffe.      (Stand   on  toes,   extend   hands   high   overhead   showing 

what  a  long  neck  the  giraffe  has.) 

5.  The  Elephant.      (Knees  stiff,  bend  body  forward,  arms  hanging  down 

in  front,  palms  together  (imitating  elephant's  trunk)  sway  body 
from  side  to  side  keeping  feet  firm  on  floor,  trunk  swaying  with 
body.) 

6.  The  Bear  Climbing  a  Tree.     (Raise  right  knee  at  the  same  time  curving 

arms  high  around  imaginary  tree  (right  arm  above  left),  lower 
right  knee  and  raise  left.     Alternate  several  times.) 

7.  The  Lion  Roaring.     (Inhale.     Exhale,  making  roaring  noise  of  lion.) 

*XVII.     Indians: 

1.  Put  on  Moccasins.     (Stand  on  one  foot  and  raise  knee  of  other  leg,  put 

moccasin  on  foot,  using  both  hands.  Repeat,  standing  on  opposite 
foot.) 

2.  Get  in  Canoe  and  Paddle  to  Woods.     (Spring  up  on  end  of  desk  facing 

side  of  room.  Feet  hanging  in  aisle.  Hold  paddle  with  both  hands 
and  paddle  with  long  strokes  on  one  side  of  the  canoe,  then  change 
and  paddle  on  the  other  side.) 

3.  Walk  in  the  Woods,  Looking  for  Bears.      (Take  long  steps,  bending 

knees  and  walking  on  toes,  shielding  eyes  with  one  hand,  turning 
head  right  and  left,  looking.  Each  two  rows  around  one  row  of 
seats.) 


*  From   "Story   Plays,"   Louise  Wright. 


Second  Gkade  39 

4.  Shooting  Arrows.     (Kneel  on  one  knee,  holcling  bow  and  arrow.     Pull 

right  elbow  back,  taking  deep  breath;  shoot  arrow  and  exhale  with 
hissing  sound  of  arrow  going  through  air.  Repeat,  kneeling  on 
opposite  knee.) 

5.  Getting  the  Bear.      (Two  or  three  running  steps  forward,   bend   over 

from  waist,  pick  up  bear  and  throw  it  over  back.  Run  backward 
to  place.     Put  bear  into  canoe.) 

6.  Paddle  Canoe  Home.     (Same  as  "Get  in  Canoe  and  Paddle  to  Woods.") 

7.  Jump  Out  of  Canoe  and  Breathe.      (Spring  to  standing  position  and 

take  deep  breathing.) 

XVIII.  Spring  Play: 

1.  Rolling  Hoops.     (Each  two  rows  run  around  one  row  of  seats,  striking 

hoop  with  stick.) 

2.  Spinning    Top.      (Hands    on    hips,    whirl    around    in    place    to    right. 

Repeat  to  left.) 

3.  Playing  Marbles.     (Throwing  marbles.     Place'  one  foot  a  little  in  front 

of  the  other,  bending  body  forward  and  throw  marble.  Repeat, 
first  right,  then  left  hand.) 

4.  Jumping   Rope.      (Run   two    or   three    steps    (in)    then    jump    two    or 

three  times,  run   (out)   three  or  four  steps.     Repeat  exercise.) 

5.  Flying  Kite      (Look  at   kite   up   in   air.     Turn   head   left,  bend   head 

backward,  look  up.     Same  right.) 

6.  Squat  Tag.     (Stoop  quickly,  then  come  to  standing  position.     Repeat.) 

7.  Blowing    Feather    in    Air.       (Bend    head    backward,    blow    imaginary 

feather.) 

XIX.  Imitative  Activities: 

1.  Dog  can  trot  or  run  slowly  or  quickly.     One  row  at  a  time  does  each. 

2.  Bear  can  walk  on  hind  legs.    Walk  slowly  using  arms  for  balance. 

3.  Cat  goes  quietly — run  on  tiptoes. 

4.  Elephants — hands  in  front  to  represent  trunks:    walk  slowly  swaying 

from  side  to  side. 

5.  Rooster  walk    (hands  on  hips,  bend  L  knee  up,  stretch  leg  straight 

forward  and  place  on  flood.     Repeat  R,  etc.) 

6.  Frog  hop — Hands  on  flood  between  knees  which  are  bent.    Take  short 

and  long  hops  around  room. 

7.  Run  like  deer. 

8.  Blow  up  balloons. 

9.  Sway  from  side  to  side,  feet  apart,  let  hand  slide  down  leg. 

10.  Walk  on  tiptoes   (hands  on  hips). 

11.  Bouncing  ball  (jump  up  and  down  in  place  bouncing  ball  with  hands. 

Some  bounces  are  high,  others  not.  Take  three  small  jumps  and 
one  big  one.) 


40 


Physical  Educatioi 


GAMES  AND  CONTESTS 

Hawk  and  Dove  (Schoolroom  or  Playground) : 

Teacher  chooses  one  child  to  be  hawk  and  a  second  to  be  dove.  Each 
child  grasps  teacher's  hand.  Teacher  releases  dove  first  who  flies 
away.  A  few  seconds  later  hawk  is  released  and  chases  dove.  Chase 
continues  until  teacher  claps  hands  when  dove  tries  to  return  with- 
out being  caught.  Dove  remains  dove  unless  caught,  when  he 
chooses  another  dove.     Same   for  hawk. 


"Thread  the  Needle" 

Numbers  Change  (Schoolroom): 

Each  child  is  given  a  number.  Child  who  is  "it"  stands  in  front  of  room. 
Teacher  calls  two  numbers.  Children  whose  numbers  are  called 
stand  and  change  places.  Child  who  is  "it"  tries  to  catch  one  of 
these  players  before  he  gets  to  his  seat.     Child  caught  is  "it." 

Jump  the  Brook  (Schoolroom) : 

Mark  a  space  a  few  feet  wide  on  floor.  Children  run  and  try  to  jump 
over  "brook"  just  made.     If  successful  they  continue.     If  they  get 


Second  Grade  ,  41 

their  feet  wet  they  must  return  to  their  seats  and  are  out  of  the 
game.    When  all  have  had  one  try,  increase  width  of  brook. 

JrMP  Fence  (Schoolroom): 

Same,  only  use  yardstick  for  fence.  Raise  it  as  soon  as  all  have  had  one 
trial. 

Meet  at  the  Switch  (Schoolroom) : 

Sides  even,  teacher  standing  in  front  of  room  holding  eraser  in  each  hand. 
One  child  from  each  side  comes  up  and  grasps  eraser.  Teacher  lets 
go  of  both  simultaneously.  Children  race  around  going  to  right 
when  they  meet.  Child  who  first  places  eraser  in  hand  of  teacher 
wins.    If  one  child  fails  to  go  to  right  other  side  wins. 

Eraser  Relay  (Schoolroom): 
Rows  even  across  room.  Place  an  eraser  on  flood  beside  each  child  of 
outside  row.  At  signal  each  child  picks  up  eraser  beside  him, 
changes  it  from  one  hand  to  the  other  above  head  and  puts  down 
on  floor  in  aisle  between  him  and  next  child,  who  repeats.  Row  that 
gets  eraser  across  room  first  wins. 

Moving  Day  (Schoolroom)  : 
Two  adjacent  rows  play  a  game  together.  The  first  of  May  is  moving  time, 
and  the  seats  are  houses.  One  player  is  chosen  to  be  "It"  and  he 
walks  up  and  down  the  street  between  the  two  rows.  The  residents 
along  the  street  change  houses  before  and  behind  him  and  he  tries 
to  get  a  house  while  it  is  vacated.  The  seats  not  occupied  and  one 
more  must  be  marked  and  not  used  in  the  game,  so  that  there  is  at 
all  times  one  person  without  a  house.  If  the  people  do  not  move 
often  enough  the  one  who  is  "It"  may  number  the  players  and  then 
when  he  calls  two  or  three  numbers  they  must  change  places. 

Hopping  Relay   (Schoolroom)  : 

Even  numbers  in  each  row.  At  signal  first  child  stands,  holds  one  foot  in 
hand,  hops  up  and  touches  front  of  room  and  returns  to  place.  As 
soon  as  he  sits  down  second  child  repeats.  If  both  feet  are  touched 
to  floor  row  is  disqualified. 

Note.      May  race   around  rows  as   in  Automobiles. 

Hound  and  Rabbit   (Playground)  : 

Children  stand  in  groups  of  3's  representing  hollow  trees,  a  rabbit  in  each 
tree.  One  extra  rabbit  with  no  tree  and  a  hound.  Hound  chases 
rabbit  who  may  take  refuge  in  any  tree  but  there  may  be  but  one 
rabbit  in  a  tree.  First  rabbit  must  run  and  take  refuge  in  some 
other  tree.  "When  hound  catches  rabbit  they  change  places,  the 
hound  running  away,  the  rabbit  chasing. 

Good  Morning  (Playground;   Schoolroom): 
Players  in  a  circle.     One  player  goes  around  outside  of  circle   and  taps 
another  player  on  the  back.     They  run  around  opposite  ways  and 
on  meeting  on  the  other  side  of  the  circle  they  must  stop  and  shake 


42  Physical  Education 

hands  and  bow  and  say  "Good  Morning"  three  times  and  then  go 
in  the  same  direction  as  before.  The  one  reaching  vacant  place  last 
must  start  a  new  game. 

Squat  Tag   (Schoolroom;   Playground): 

Choose  one  player  to  be  "It."  Players  stand  in  any  irregular  places.  The 
one  who  is  "It"  tries  to  tag  players,  and  they  are  free  from  being 
tagged  as  long  as  they  hold  a  squatting  position  (knees  bent). 
When  the  one  who  is  "It"  is  not  near  they  stand  up  again.  Each 
player  may  use  this  way  to  escape  being  tagged  three  times,  and 
then  can  escape  only  by  running.  Any  one  who  is  tagged  is  "It"  and 
the  game  is  repeated. 

Overhead  Rexay  (Schoolroom) : 

Even  number  in  ea'ch  row.  An  object  is  placed  in  front  of  desk  in  each 
row.  At  signal,  first  child  passes  object  in  hoth  hands  over  head. 
Each  child  must  touch  object  with  both  hands  and  pass  overhead. 
When  last  child  receives  object  he  stands  on  right  of  desk  and  runs 
tagging  front  of  room.  When  he  is  out  of  aisle  players  stand  in 
right  and  move  back  one  seat.  Repeat  until  all  are  in  original 
places.  Count  first  place  5,  second  3,  1st,  1.  One  point  off  each  time 
child  stands  on  left  of  own  desk. 

Twelve  O'clock  at  Night  (Tag  game.    Playground) : 

Mark  off  a  fox's  den  in  one  corner  and  a  chicken  yard  in  another.  Choose 
a  player  to  be  the  fox  and  another  to  be  the  mother  hen.  The  rest 
of  the  players  are  chickens.  The  mother  hen  arranges  the  chickens 
in  a  compact  group  and  then  leads  them  up  close  to  the  fox's  den 
and  inquires:  "If  you  please,  Mr.  Fox,  what  time  is  it?"  If  he  re- 
plies any  hour  except  midnight,  they  are  safe  and  may  play  about; 
the  hen  lets  them  play  a  moment  and  then  gets  them  together  again 
and,  standing  between  them  and  the  fox,  asks  the  time  again.  When 
he  replies  "Twelve  o'clock  at  night,"  they  must  iiin  to  the  chicken 
yard,  and  the  fox  tries  to  tag  one.  The  fox  chooses  a  fox  for  next 
time,  the  mother  hen  chooses  another  player  in  her  place,  and  the 
game  begins  again. 

RHYTHMIC  GAMES  AND  DANCES 

I.     Rabbit  in  the  Hollow  (German  Folk  Game  from  "Hansel  and  GreteV) : 
Rabbit  in  the  hollow  sits  and  sleeps. 
Hunter  in  the  forest  nearer  creeps. 
Little  rabbit,  have  a  care 
Deep  within  your  hollow  there: 
Quickly  to  the  forest 
You  must  run,  run,  run. 
Single  circle,  hands  joined.     One   child   chosen   to  be   rabbit  crouches   in 
center;    another,   the   hunter   hides   outside   the   circle.     Determine 
where  rabbit's  home  is  so  that  he  may  be  safe.     Children  forming 


Second  Grade 


43 


circle  move  around  to  left  while  singing  first  5  lines.  Stand  still 
on  last  line  while  rabbit  breaks  through  circle  and  tries  to  get  home. 
If  he  succeeds  he  may  be  rabbit  again.  If  caught,  he  must  return 
to  circle  and  choose  a  new  rabbit.  Repeat. 
For  last  line  children  may  sing  "Hop,  hop,  hop"  or  "Hide,  hide,  hide."  If 
they  sing  "Hide,  hide,  hide,"  the  rabbit  crouches  down  in  circle 
again  and  the  children  try  to  keep  the  hunter  out  of  the  circle. 


EABBIT  IN  THE  HOLLOW 


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II.     Mazoo   (Traditional  Southern  Game) : 

1.  Go  round  and  round  the  circle 

Mazoo,  Mazoo: 
Go  round  and  round  the  cricle 
My  Susie  Anna  Sue. 

2.  Go  in  and  out  the  windows. 

3.  Go  wash  your  tiny  windows. 

4.  Now  let  me  see  you  hustle. 

Circle  joins  hands.  One  child  outside  of  circle.  Child  on  outside  skips 
around  while  children  sing  first  verse.  During  second  verse  children 
in  circle  hold  hands  high,  others  skip  in  and  out. 

Third  verse — skip  around  inside  of  circle  pretending  to  wash  faces  of 
other  children. 

Fourth  verse — children  who  have  been  skipping  choose  partners.  All 
hustle.  To  "hustle,"  time  and  action  same  as  for  skipping  in  place 
but  lifted  foot  is  put  down  behind,  crossing  feet  each  time.  Repeat 
from  beginning.     Continue  until   all  are  playing. 

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44 


Physical  Education 


III.     Shifty  Shadow: 

1.  Little    (1)    flitting  shifty  stiadow, 

I  would  like  to  fly  with  you; 
We  (2)  will  dance  and  skip  together, 
Just  what  I  do,  you  do  too. 

2.  First,   (3)   we'll  be  a  robin  flying. 

Spreading  wide  his  big  brown  wings; 

Then    (4)   we'll  rest  on  waving  tree  tops 

While  (5)  the  robin  sits  and  swings. 

3.  Here's   (6)   a  rabbit,  shifty  shadow; 

See  (7)   him  wag  his  ears  at  you. 
Here's   (8)   a  little  fish  a-swimming 
In  the  water  deep  and  blue. 

4.  Here's  (9)  a  funny  little  Brownie 

Treading  softly  on  his  toes; 
Harry,    hurry,   little   shadow. 

You  must  go  where  Brownie  goes. 

First  Verse. 

Two  rows  around  one  row  of  desks. 

1.  Look  behind  as  if  looking  at  shadow  and  wave  both  hands,  first 
over  L  and  then  over  R  shoulder. 

2.  Eight  skips  forward. 
Second  Verse. 

Facing  front  of  room. 

3.  Extend  arms  at  sides  and  wave  in  imitation  of  flying. 

4.  Place  hands  together  and  rest  head  on  them. 

5.  Slight  swaying  of  body  from  side  to  side. 
Third  Verse. 

6.  Place    hands    above    head    with    all    fingers    closed    except    first 

two  on  each  hand. 

7.  Wave  fingers  forward  and  backward. 

8.  Hands  together  in  front  of  body,  imitate  fish  swimming. 
Fourth  Verse. 

Two  rows  around  one  row  of  desks. 

9.  Forefingers  raised  at  either  side  of  face  and  moved  alternately 

up  and  down.    Run  around  on  toes  taking  short  steps. 

SBIFT  Y-S  H  ADOW 


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Second  Gkade 


45 


IV.     Frog  Went  A-Courting    (Traditional  North  Carolina  Folk  Game): 

Single  Circle,  all  hands  joined. 

1.  Frog  went  a-courtin,  lie  did  ride,  Um-hm; 
The  frog  went  a-courtin,  he  did  ride 
Sword  and  a  pistol  by  his  side,  Um-hm. 

March  around  circle  through  verse  1. 

2.  Froggie  came  to  Mousie's  door,  Um-hm.     (Turn  to  face  partner) 
"Mistress  Mouse,  are  you  within?"     (Boy  lifts  hat  high.) 
"Yes,  kind  sir,  I  sit  and  spin,  Um-hm."  (Girl  spins,  circle  R  hand, 

taps  L  foot.) 

3.  "Mistress  Mouse,  will  you  ride  with  me?"  etc.    (Boy  bows  low, 

hand  across  chest.) 
"Yes,  kind  sir,  I'd  happy  be,  Um-hm."   (Girl  makes  low  curtsy.) 

4.  So  they  had  a  merry  ride,  Um-hm; 

So  they  had  a  merry  ride   (skip  around  circle  in  couples.) 
Frog  and  Mousie  side  by  side;   Um-hm.     (End  with  curtsy.) 

THE  FROG  WENT  A-COUETING 


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V.     Oats,  Peas,  Beans 
1. 


(Traditional  North  Carolina  Folk  Game): 

Oats,  peas,  beans  and  barley  grows 

Oats,  peas,  beans  and  barley  grows 

Nor  you,  nor  I,  nor  nobody  knows 

How  oats,  peas,  beans  and  barley  grows. 

Thus  the  farmer  sows  his  seeds   (make  sowing  motion) 

Thus  he  stands  and  takes  his  ease   (stand  arms  folded) 

Stamps  his  foot  and  claps  his  hands  (stand  and  clap  hands) 

And  turns  around  to  view  his  land.     (Turn  in  place  to  right.) 

Waiting  for  a  partner 

Waiting  for  a  partner 

Open  the  gates  and  choose  one  in 

Make  haste  to  choose  your  partner. 


46 


Physical  Education 


Circle,  hands  joined.    Child  chosen  to  be  farmer  stands  in  center. 
1st  verse — Circle  around  to  left. 
2d  verse— Stand  still  making  appropriate  motions. 
3d  verse — Parmer  chooses  partner  and  enters  circle  again.     Repeat 
from  beginning. 


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VI.     Three  Dukes   (Traditional  NvrtJi  Carolina  Folk  Game): 

Here  come  three  dukes  a-riding 
A-riding,  a-riding 
Here  comes  three  dukes  a-riding 
Sir  Ransom-Tansom-Tardio. 
Pray  what  are  you  riding  here  for? 
Here  for,  here  for? 
Pray  what  are  you  riding  here  for? 
Sir  Ransom-Tansom-Tardio? 
We're  riding  out  to  get  married. 
Fray  which  of  us  will  you  have.  Sir? 
You're  all  black  as  charcoal! 
We're  just  as  clean  as  you,  Sir! 
You're  all  as  stiff  as  pokers! 
We  can  bend  as  well  as  you,  Sir! 
Down  the  kitchen  and  down  the  hall 
Choose  the  fairest  of  them  all! 
The  fairest  one  that  I  can  see 
come  over  to  me. 

3   Dukes  on  one  side  of  room.     Rest  of  children  on  other  side  in 

line,  hands  joined. 
3  Dukes    advance   and    retire    singing   2d   verse. 
Line  advance  and  retire  singing  2d  verse. 
Dukes  sing  verses  3,  5,  7,  alternating  with  the  rest  of  the  children 

who  sing  verses  4,  6,  8,  bowing  on  8th. 
Dukes  say  "Down  the  kitchen,  etc."   naming  person  they  wish   to 

have. 
Choose  new  Dukes  or  play  "Here  Come  Four  Dukes,"  etc. 


2. 


Second  Grade 


47 


HEBE  COME  THREE  DUKES 


Here  come  three  Dukes  a  -  rid     -     ing,      a   -   rid     -     ing,      a  -   rid     -       ing,  Here 


lid    :-    :d      Id    ;-    :n       I   s    ;-    :n    Id    :-    :d      I  r     :-    :r      Is,    :-    :s,      I  d    :-    :d      Id    :- 
come  three  Dukes   a    -    nd       -      ing,       Sir     Ran  -  som,  Tan  -  sora,     Tar    -   dy    O! 


VII.     Old  Rogee   (Old  Pompey)    (Traditional  North  Carolina  Folk  Game): 

1.  Old  Roger  is  dead  and  lies  in  his  grave, 
Hm!  Ha!  Lies  in  his  grave. 

2.  They  planted  an  apple  tree  over  his  head, 

Hm!  Ha!  Over  his  head.  .     .        ■..■., 

3.  The  apples  were  ripe  and  ready  to  drop. 

4.  There  came  an  old  woman  a-picking  them  up. 

5.  Old  Roger  got  up  and  gave  her  a  thump. 

6.  Which  made  the  old  woman  go  hippity  hop. 

Circle,  hands  joined.     Choose  Old  Roger  who  lies   down   in  center, 

arms  folded  over  chest. 
Players  sing  and  march  around  circle,  1st  verse. 
2d    verse — Child    representing    apple    tree    enters    circle    with    arms 

stretched  out  shoulder  height,  fingers  extended. 
3d  verse — Tree  moves  fingers   (apples  falling). 
4th  verse — Child   representing   old    woman   comes   in   and   picks   up 

apples. 
5th  verse — Roger  gets  up  and  chases  old  woman. 
6th  verse — Roger  lies  down,  old  woman  limps  around  circle. 
Each   child  then   chooses   another    to   take   his   place   and   game   is 

repeated. 


OLD  EOGER  IS  DEAD 


48  Physical  Education 

VIII.  Nuts  in  May   (Tune,  Mulberry  Bush)  : 

Here  we  come  gathering  nuts  in  May. 

1.  Nuts  in  May,  nuts  in  May. 

Here  we  come  gathering  nuts  in  May 
On  a  cold  and  frosty  morning. 

2.  Whom  will  you  have  for  nuts  in  May? 

3.  Oh,  we  will  have  for  nuts  in  May. 

4.  Whom  will  you  send  to  fetch  her  away? 

5.  Oh,  we  will  send  to  fetch  her  away. 

Children  facing  each  other  in  two  equal  lines. 

One  line  advances  and  retires  singing  first  stanza. 

Second  line  advances  and  retires  singing  second  stanza. 

First  line  advances  and  retires  singing  third  stanza  (naming  child 
in  other  line). 

Second  line  advances  and  retires  singing  forth  stanza. 

First  line  advances  and  retires  singing  fifth  stanza  (naming  child 
in  own  line). 

The  two  children  named  then  go  up  to  line  which  has  been  drawn, 
grasp  right  hands  and  stand  with  right  toes  touching.  They  then 
see  which  can  pull  the  other  across  to  his  side  of  the  line.  The 
one  that  succeeds  returns  to  his  own  line  taking  his  captive 
with  him. 

Repeat,  second  line  advancing  singing  first  stanza. 

IX.  Roman    Soldieks    (Traclitional   Old   English   and   Islorth    Carolina   Folk 

Game) : 

1.  Have  you  any  bread  or  wine? 
For  we  are  the  Romans; 
Have  you  any  bread  or  wine? 
For  we  are  the  Roman  Soldiers. 

2.  Yes  we  have  some  bread  and  wine. 
For  we  are  the  English: 

Yes  we  have  some  bread  and  wine, 
For  we  are  the  English  Soldiers. 

3.  Then  we'll  have  just  one  cup  full. 

4.  No  you  shan't  have  one  cup  full. 

5.  Then  we'll  tell  the  king  on  you. 

6.  We  don't  care  for  your  king  or  you. 

7.  Then  we'll  tell  the  Pope  on  you. 

8.  We  don't  care  for  your  Pope  or  you. 

9.  Then  we'll  send  our  dogs  that  bite. 

10.  We  don't  care  for  your  dogs  or  you. 

11.  Then  we'll  send  our  cats  that  scratch. 

12.  We  don't  care  for  your  cats  or  you. 

13.  Are  you  ready  for  a  fight? 

14.  Yes  we're  ready  for  a  fight. 

Equal  lines  facing  standing  about  10  to  12  feet  apart.  Draw  chalk 
line  half  way  between. 


Second  Grade 


49 


Romans  advance  and  retire  singing  verses  1,  3,  5,  7,  9,  11,  13. 
English  advance  and  retire  singing  verses  2,  4,  6,  8,  10,  12,  14. 
Malve  appropriate  motions  in  verses  11  and  12. 

At  end  step  up  to  line  and  each  grasp  opponents  right  hand  at  signal 
all  pull.     Any  that  are  pulled  over  line  must  go  on  that  side. 

THE  ROMAIV  SOLDIERS 


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X.     Jenny  Jones  {Tune,  Here  We  Go  Round  the  Mulberry  Bush,  Traditional 
North  Carolina  Folk  Game) : 

One    child,    representing   Jenny   Jones,    kneels    down;    another,    the 

mother,  stands  in  front  of  her  with  skirts  spread  out  to  hide  her. 

Rest  of  children  form  a  straight  line  facing  mother. 
The  line,  holding  hands  skips  8  steps  up  to  the  mother  and  8  steps 

back  to  place  singing. 
We've  come  to  see  poor  Jenny  Jones. 
Jenny  Jones,  Jenny  Jones. 
We've  come  to  see  poor  Jenny  Jones. 
How  is  she  now? 

They  stand  still  while  mother  imitating  washing  sings: 
Jenny  Jones  is  washing,  washing,  washing. 

Jenny  Jones  is  washing,  you  can't  see  her  now 
Children  walk  up  and  back  4  steps  as  before  singing: 

"Very  well,  ladies,  ladies,  ladies. 

Very  well,  ladles,  gentlemen,  too. 
Throughout  game  children  advance  and  retire,  mother  stands  still  making 
appropriate  motions. 

Children  repeat  first  verse 
Mother:  "Jenny  is  starching" 
Children:   "Very  well,  ladies,"  etc. 

We've  come  to  see  Miss  Jenny  Jones" 
Mother:    "Jenny  is  ironing" 
Children:  "Very  well,  ladies,"  etc. 

We've  come  to  see  Miss  Jenny  Jones" 
Mother:  "Jenny  is  ill" 
Children:   "Very  well,  ladies," 

We've  come  to  see  Miss  Jenny  Jones" 
Mother:    "Jenny  is  dying" 
Children:   "Very  well,  ladies," 

"We've  come  to  see  Miss  Jenny  Jones" 
Mother:   "Jenny  is  dead" 
Children:   "Very  well,  ladies,"  etc. 

"We'll  come  to  the  funeral,  funeral,  funeral. 

We'll  come  to  the  funeral 

Will  that  do?" 
4 


50  Physical  Education 

Mother:  "You  may  come  to  the  funeral,  funeral,  funeral 

You  may  come  to  the  funeral,  that  will  do." 
Children:   "Very  well,  ladies," 

"We'll  come  in  red 

Red,  red 

We'll  come  in  red 

Will  that  do?" 
Mother:   "Red  is  for  soldiers,  soldiers,  soldiers 

Red  is  for  soldiers,  that  won't  do." 
Children:   "Very  well,  ladies," 

We'll  come  in  blue,"  etc. 
Mother:   "Blue  is  for  sailors,  sailors,  sailors, 

Blue  is  for  sailors,  blue  won't  do." 
Children:  "Very  well,  ladies" 

"We'll  come  in  pink" 
Mother:  "Pink  is  for  babies" 
Children:  "Very  well,  ladies" 

"We'll  come  in  yellow" 
Mother:  "Yellow  is  for  jealousy" 
Children:  "Very  well,  ladies" 

"We'll  come  in  white" 
Mother:  "White  is  for  weddings" 
Children:  "Very  well,  ladies" 

"We'll  come  in  black" 
Mother:   "Black  is  for  funerals,  funerals,  funerals 

Black    is    for    funerals,    black    will    do." 
Six  children  pick  up  Jenny   (who  has  fallen  over)   and  carry  her  a  short 
way.     Mother  and  rest  follow  weeping.     Then  they  put  Jenny  down.     Jenny 
gets  up  and  chases  them.    First  two  caught  are  Mother  and  Jenny. 

XI.     Fussy  Cat: 

Pussy  cat,  pussy  cat   (1) 

Where  have  you  been?  (2) 

I've  been  to  London  (3) 

To  visit  the  queen  (4) 

Pussy  cat,  pussy  cat  (5) 

What  did  you  there?  (6) 

I  frightened  a  little  mouse  (7) 

Under  her  chair.  (8) 

Single  circle,  hands  joined.    Cat  stands  in  middle. 

Lines  1  and  2 — Children  take  four  slides  around  to  right. 

Lines  3  and  4 — Cat  bows  and  sings  lines. 

Lines  5  and  6 — Four  steps  in  toward  center,  shaking  finger  at  cat. 

Lines  7  and  8 — Cat  whirls  around,  arms  shoulder  height  as  she  sings. 

Children  run  back  to  places. 

Repeat  1  and  2,  sliding  to  left. 

3  and  4,  4  steps  into  circle. 


Second  Grade 


51 


5  and  6,  stand  still  and  sing. 

7  and  8,  cat  whirls  and  joins  circle. 

Choose  new  cat  and  repeat. 


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XII.     The  Bridge  of  Avignon: 


On  the  bridge  of  Avignon 

They  are  dancing,  thej'  are  singing 

On  the  bridge  of  Avignon 

They  are  dancing  in  a  ring 

Gentlemen  do  this  way: 

Then  they  all  do  this  way. 

Ladies  all  do  this  way 

Then  they  all  do  this  way. 

All  the  priests  do  this  way. 

Soldiers  all  do  this  way. 

Street  boys  all  do  this  way. 


Single  circle,  facing  forward,  hands  joined. 

1st  8  measures — skip  around  to  left;   at  end  of  8th  measure  come 

to  stop  and  drop  hands. 
Measure  9  and  10 — face  partners  as  they  sing  "this  way"  make  a 

bow  as  though  removing  a  hat. 
Measure   11  and   12 — face  opposite   direction   and   repeat   9    and    10. 

Repeat  measure  1-8. 
Measure  9  and  10 — make  courtesy  to  partner,   11  and   12,  courtesy 

other  way. 
Continue    repeating    third    time,    put    palms    together    fingers    down 

and  incline  head. 
Fourth  time  salute. 
Fifth  time,  put  thumbs  in  ears  and  wiggle  fingers. 


52 


Physical  Education 


THE  BRIDGE  OF  AVIGNOJf 


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XIII.     The  Circus: 

In  couples,  single  circle,  R  shoulders  to  center. 
1.     (a)   "I  am  going  to  the  circus. 

Come  and  take  a  ride  with  me; 
I  should  like  to  ride  a  pony — 
I  can  do  it  you  will  see." 
Circle  marches  around,  singing  the  stanza  above, 
(b)   "Gee  up,  come  along. 
Gee  up,  come  along; 
Gee  up,  come  along; 
Whoa — back — ^whoa." 
One    player    of   each    couple    is    the    "pony,"    and    is    driven    by    the    player 
behind  him;   the  pony  stretches  arms  back  to  grasp  the  hands  of  tlie 
"driver,"   and   the   circle  gallops   or   trots   lightly   until    "Whoa,"    where 
all  stand  still;  back  one  step;   and  stand. 

2.  When  the  words  call  for  "elephant,"  all  bend  forward  and  swing  clasped 
hands  from  side  to  side,  imitating  trunk;  have  movements  slow  and 
ponderous. 

3.  "Reindeer";  form  horns  by  placing  thumbs  at  side  of  head,  spread- 
ing fingers;  trot  softly,  as  on  snow. 

Other  animals  may  be  added  to  suit  conditions. 

THE  CIRCUS 


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XIV.     The  Little  Pony: 

Single  circle,  all  facing  center.    One  player  in  the  center  is  the  pony_ 

1.     "Trot,  trot,  trot,  through  the  pasture  lot; 

Though  the  road  be  rough  and  stony,  trot  along,  my  little  pony;. 
Trot,  trot,  trot,  trot,  trot;  through  the  pasture  lot." 


Second  Gkade 


5S 


The  center  player  trots  around  inside  circle  during  the  singing  of 

the  above  verse. 
2.     Rest,  rest,  rest;  you  have  done  your  best; 

To  your  stable  I  vsrlll  lead  you,  and  on  corn  and  oats  I'll  feed  you; 

Rest,  my  pony,  rest;   you  have  done  your  best. 
All  the  players  forming  circle  make  a  "stable"  of  the  arms  in  front 

of  the  chest;    the  player  inside  circle  enters  a   "stable"  during 

singing  of  second  verse. 
1.     Repeat  as  in  1,  but  there  are  two  ponies  inside  the  circle — the 

original  pony  and  the  player  whom  he  faced  for  the  "stable." 

Each  of  the  two  ponies  enters  a  "stable." 

Repeat,   having   four   in   center;    continue   until    all   have    been 

chosen. 

THE  LITTLE  PONT 


2. 


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*XV.     Swedish  Ring  Dance: 

Double  circle  R  shoulders  to  center,  boys  on  outside. 

Measure  1-8  — 16  walking  steps  forward. 

Measure  9-16 — skipping  steps  forward. 

Measure  17-20 — All  join  hands  8  slides  right. 

Measure  21-24—8  slides  left. 

Measure  25-28 — Face  partners,  hands  on  hips,  girls  take  4  slides  in 

toward  center,  boys  4  slides  out,  and  back  to  place. 
Measure  29-32 — Lock  right  arm  with  partner,  left  arm  held  high  16 

running  steps  around  with  partner. 


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New  York   City. 


54 


Physical  Education 


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55 


XVI.     Baby's  Boat: 

Schoolroom  game;  lines  facing  forward,  hands  on  hips. 

1.  "Baby's  boat's  the  silver  moon, 
Sailing  in  the  sky, 

Sailing  o'er  the  sea  of  sleep 
While  the  clouds  float  by. 
Chorus.  Sail,  Baby,  sail, 

Out  across  the  sea; 
Only  don't  forget  to  sail 
Back  again  to  me. 

2.  Baby's  fishing  for  a  dream. 
Fishing  near  and   far; 

His  line  a  silver  moonbeam  is. 
His  bait  a  silver  star. 
Chorus. 
During  the  singing  of  the  first  verse  the  lines  advance  with  touching  the 
right  toe  forward;   repeat  the  touch;    step  forward  on  right;   bring  up  left 
foot  with  right. 

This  will  take  two  measures,  or  eight  in  all  for  the  first  verse. 
During  the  chorus,  step  sideways  on  right,  bring  left  to  right,  and  raise 
and  sink  heels   (one  measure)    while  swinging  arms  to  right  as  if  rocking 
an  imaginary  baby. 

Repeat  throughout  chorus. 

During  second  verse,  same  action  as  In  verse  1. 

Chorus  as  at  first;   then  repeat  chorus,  humming  softly. 


BABY'S  BOAT 


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56  Physical  Education 

XVII.  Pop  Goes  the  Weasel: 
(For  music,  p.  95.) 

A  penny  for  a  loaf  of  bread 
A  penny  for  a  needle; 
That's  the  way  the  money  goes 
Pop  goes  the  "Weasel. 
Up  and  down  the  village  street 
In  and  out  of  Eagle; 
That's  the  way  the  money  goes 
Pop  goes  the  Weasel. 
Circle,  hands  joined. 

One  child  skips  around  inside  of  circle  for  first  6  measures  and  stops  in 
front  of  partner. 

Measures  7  and  8 — They  both  jump  and  land  with  R  foot  forward,  heel 
touching,  repeat  L  R  L. 

First  child  now  places  his  hands  on  his  partner's  shoulders  and  they  skip 
around  for  measures  9-14  and  stop  in  front  of  another. 

Measures  15  and  16 — Repeat  7  and  8.  Continue  until  all  are  playing. 
More  than  one  child  may  be  in  center  at  beginning. 

XVIII.  Muffin  Man    (Schoolroom  form): 

(For  words  and  music  see  p.  29.) 

Four  children  are  selected  who  go  to  different  corners  of  room.  Children 
in  their  seats  sing  first  verse  while  children  in  corners  skip  up 
and  choose  partners.  They  lead  partners  to  corners  singing  "Two 
have  seen  the  Muffin  Man,"  etc.  When  they  get  to  corners  skip 
around  singing  until  end  of  verse.  Repeat  1st  verse  choosing 
new  partners,  repeat  second  verse  singing  "Four  have  seen  the 
Muffin  Man."     Continue  until  all  are  playing. 

RELIEF  EXERCISES 

In  the  first  and  second  grades  there  is  usually  so  much  freedom  that  these 
periods  are  not  as  definitely  marked  as  in  the  upper  grades.  If  the  children 
become  restless,  they  may  be  permitted  to  skip  or  march  around  the  room. 

Other  suggestions  are: 

1.  Let  them  sit  with  arms  shoulder  high  and  shake  fingers  hard;  do  same 
overhead. 

2.  Jumping  in  place  etc. 

A  few  simple  games  may  give  relief  after  a  period  of  sitting  still. 
The  following  games  are  suggested: 

I.  Good  Morning.  One  child  sits  with  eyes  closed.  Teacher  motions  to 
another  child  who  says  "Good  morning,  Mary."  Mary  (or  whoever  has  eyes 
closed)  has  three  chances  to  guess  who  is  speaking.  If  she  guesses,  she 
may  be  it  again.     Otherwise  the  child  blindfolds  her  eyes. 


Second  Gkade  57 

II.  HucKLE  Buckle  Bean  Stalk.  All  children  close  eyes  but  one.  He 
hides  an  object  and  then  takes  his  seat.  Rest  of  children  look  for  object. 
When  one  sees  it  he  pretends  to  look  farther,  then  quietly  takes  seat  and 
says,  "Huckle,  buckle  bean  stalk."  Rest  continue  search.  First  one  to  see 
object  hides  it  to  next  time.  It  will  shorten  game  to  have  several  children 
searching  at  once. 

III.  Charlie  Over  the  Water.  One  player  stands  in  center.  Rest  make 
circle  and  say  "Charlie  over  the  water,  Charlie  over  the  sea,  Charlie  caught 
a  blackbird  and  can't  catch  me."  As  they  say  the  last  line  all  stoop.  Charlie 
tries  to  tag  them.  One  tagged  must  be  Charlie.  If  there  are  many  players, 
have  more  than  one  child  in  center  at  beginning. 

The  following  imitative  activities  are  suggested  for  use  during  Relief 
Periods: 

1.  Run  like  a  cat — quietly. 

2.  Gallop  like  horses. 

3.  Walk  like  an  elephant — ^hands  clasp  low  in  front  swinging  from 
side  to  side. 

4.  Walk  like  a  bear — hands  on  floor,  slowly  lumbering  from  side  to  side. 

5.  Jump  like  a  frog — hands  on  floor,  arms  between  knees  jump  forward. 

6.  Rabbit  hop — knees  bent,  backs  flat,  hands  held  up  to  represent  paws, 
hop  in  this  positon. 

7.  Birds  flying — arms  shoulder  height,  raise  and   lower. 

8.  Aeroplane  propeller — large  arm  circles.  Wings — keep  arms  shoulder 
height,  tip  body  from  side  to  side. 

9.  Ducks.     Sit  on  heels,  hands  on  knees:   waddle  forward. 

10.  Jumping  imaginary  rope. 

11.  Stunts. 

GYMNASTICS 

G-ENEKAL  Plan  of  Gymnastic  Lesson 

Each  lesson  is  so  constructed  that  all  parts  of  the  body  share  in  the 
exercise-values;  therefore,  the  whole  lesson  should  always  be  given.  The 
lesson  plan  is,  in  general,  as  follows: 

1.  Order.  These  exercises  are  given  primarily  to  train  pupils  in  quick 
response,  and  to  improve  neuro-muscular  coordination. 

2.  Head.  The  objectives  of  this  group  are  mainly  corrective;  upper 
shoulder  muscles  and  neck  muscles  are  tightened,  and  the  chest  expanded. 

3.  Arm.  These  exercises  are  also  strongly  corrective,  strengthening  the 
shoulder  muscles  and  broadening  the  chest.  Good  form  is  necessary  to 
produce  the  desired  result. 

4.  Trunk.  The  large  trunk  muscles  are  used,  the  back  and  the  abdominal 
walls  are  strengthened,  and  the  digestive  functions  improved. 

5.  Precipitant.  Again  the  large  muscle-groups  are  used,  and  improved 
muscle-tone,  quicker  heart-action  and  deeper  breathing  should  result. 

6.  Breathing.  Respiration  should  be  brought  back  to  normal  after  the 
exertion  of  the  last  group,  and  the  habit  of  deep  breathing  encouraged. 


58 


Physical  Education 


Directions  for  Teaching  Gymnastic  Lesson 

1.  Have  windows  open  and  coats  off;  face  windows  for  breathing  exercises. 

2.  Insist  on  quiet  feet;  noise  and  stamping  are  unnecessary,  even  in 
street  shoes. 

3.  The  lesson  must  be  memorized:  a  small  card  may  be  held  as  a  memo- 
randum, but  no  teacher  can  successfully  teach  any  subject  when  she  has  to 
keep  her  attention  on  her  book. 

4.  All  breathing  exercises  are  to  be  done  with  mouths  closed. 


Incoerect  Arm  Stretching  Upward,  With  Coat 

5.  In  correcting  poor  positions,  never  say  "shoulders  back";  not  the 
shoulders,  but  the  whole  trunk,  is  wrongly  poised.  Say  "chest  broad,  waist 
in,"  or  "stand  tall,  knees  straight." 

6.  Exercises  done  on  one  side  must  be  done  an  equal  number  of  times 
on  the  opposite  side. 

7.  When  the  gymnastic  lesson  is  given  two  or  three  times  a  week,  using 
health  talks,  contests  and  rhythmic  work  on  the  alternate  days,  one  pro- 
gram is  used  for  two  weeks,  varied  with  different  games. 


Second  Grade 


59 


8.  "Atten — tion."  Head  high;  chest  broad;  hands  at  side,  stretched 
downward;  heels  together,  with  toes  slightly  turned  out,  not  more  than 
forty-five  degrees.  A  smart  and  convenient  way  for  children  to  reach  this 
position  from  their  seats  is  in  two  counts;  one,  right  (or  left)  foot  in  the 
aisle,  preparatory  to  rising;  Uvo,  class  stands  at  "attention." 

9.  "At  ease."  This  is  not  necessary  after  each  exercise,  but  may  be 
given  when  rest  is  required,  or  when  any  explanation  is  needed.  Tlfe  left 
(or  right)  foot  is  carried  about  a  foot-length  to  the  side,  weight  being 
equally  distributed  between  feet. 


mmwH 


Correct  Arm  Stretching.  Without  Coat 


10.  Every  exercise  must  begin  and  end  with  the  fundamental  standing 
position.  The  command  "po — sition"  is  used  to  get  the  child  back  to  the 
starting  position,  from  any  gymnastic  position  of  feet  or  arms. 

11.  Demonstrate  an  unfamiliar  exercise,  but  do  not  accompany  the 
children  in  their  work;  if  the  full  educational  benefits  are  to  come  from 
the  lesson,  it  must  be  taught  from  commands,  not  from  imitation. 


€0  Physical  Education 

12.  Each  command  has  two  parts,  preparatory  and  executive.  The  pre- 
paratory part  explains  the  order;  the  executive  gives  the  signal  for  its 
performance.  In  the  command  "Left  foot  forward — place!"  the  dash  sepa- 
rates the  preparatory  and  executive  sections.  The  preparatory  part  of  the 
command  is  given  in  an  ordinary  conversational  tone;  a  distinct  pause  must 
always  come  before  the  executive  part,  which  is  given  in  a  crisp,  emphatic, 
■decisive  manner. 

13.  Repetition.  Arm  exercise  may  be  repeated  8  to  10  times;  leg  ex- 
ercises, 12  to  16;  breathing,  not  more  than  five  times.  The  lesson  must  have 
snap  and  vigor.  Never  repeat  an  exercise  to  the  point  of  losing  the  interest 
of  the  class.  It  is  much  better  to  work  for  effort  and  for  good  spirit  than 
to  drill  on  an  exercise  until  every  child  can  execute  it  perfectly. 

14.  If  the  children  are  old  enough  to  have  developed  sex-consciousness, 
it  may  be  desirable  to  have  the  Physical  Education  lessons  done  with  boys 
on  one  side  of  the  room,  girls  on  the  other.  Assign  seats  for  gymnastic 
lessons,  taller  pupils  at  rear  of  line;  have  desks  cleared;  command  "change 
seats  for  gymnastics,"  and  have  boys  pass  to  front  of  room,  girls  to  rear, 
in  taking  temporary  seats. 


GRADE  III 

For  Exjilanation  of  Types  of  Exercises,  see  pages  12,  13,  I4. 

GYMJfASTICS 

General  Plan  of  Gymnastic  Lesson,  page  51. 
Directions  for  Teaching  Gymnastics,  pages  57,  60. 

Time  for  Physical  Education  should  be  divided  between  health  lessons, 
games,  gymnastics,  rhythmic  exercises,  athletic  contests,  and  efficiency  tests 
such  as  the  Badge  Tests  decribed  by  the  Playground  and  Recreation  Associa- 
tion bulletins.  A  new  lesson  in  gymnastics  is  to  be  started  every  two  weeks. 
Every  lesson  is  begun  and  ended  with  "Best  sitting  position." 

Lesson     I 

1.  Order.  Drill  in  directions  of  right  and  left.  "To  the  right — turn!" 
lacing  each  of  the  four  sides  of  the  room. 

2.  Arm.  Hips— ^irm;  hands  placed  firmly  on  hip  bones,  not  waist  line, 
thumbs  to  the  back,  fingers  close  together.  Po — sition  hands  brought  smartly 
down  to  sides. 

3.  Leg.  Hips — firm;  feet  apart — jump  (lightly,  catching  weight  on  balls 
of  feet) ;   feet  together — jump. 

4.  Splitting  wood;  swing  hands  over  right  shoulder,  as  if  grasping  axe; 
on  count  one,  swing  axe  between  feet,  bending  forward  from  hips;  two, 
straighten  body  and  swing  hands  again  over  right  shoulder. 

Repeat  an  equal  number  of  times,  bringing  hands  to  left  shoulder. 

5.  Precipitant.  Fire  Engine.  Number  the  rows;  have  signal  given  with 
bell  or  handclapping,  and  the  row  whose  number  is  signalled  rises  and 
gallops  lightly  around  outside  aisle  and  back  to  seat. 

6.  Hands  on  lower  border  of  chest — place;  breathe  in,  one;  out,  two. 

Lesson  II 

1.  Order.  Touch  R  foot,  tiptoe  only,  forward — one;  replace,  two.  Repeat 
to  left. 

2.  Arm.  Chest — firm;  make  two  level  shelves  by  placing  thumb  against 
chest,  palms  down  and  horizontal,  wrists  and  fingers  straight,  hands  well 
apart  on  chest.     Fo — sition. 

3.  Leg.     Hips — firm;  raise  heels  eight  counts — go. 

4.  Trunk.  Raising  Flag.  Right  hand  high  over  head,  left  in  front  of 
waist;  pull  down  right  arm  and  bend  knees,  one;  raise  left  arm  high  and 
straighten   knees,   two. 

5.  Precipitant.  Hips — firm;  jump  lightly  on  toes  10  counts — go  (may 
be  taken  one  row  at  a  time). 

6.  Sitting,  hands  on  near  corner  of  desks;  head  high;  deep  breathing, 
one,   (chin  drawn  in  and  chest  broadened) ;  tico. 


62 


Physical  Education 


Lesson  III 

1.  Order.     Quick  change  between  hips — firm  and  chest — firm. 

2.  Arm.     Chest — firm;  fling  arms  sideways,  one    (fingers  straight,   palms 
down,  hands  shoulder  high);   return,  two. 

3.  Leg.     Hips^/irm;   feet  apart — jump;  heels  raise,   8   counts — go. 

4.  Trunk.     Splitting  wood;  see  Lesson  1,  Grade  III. 


"Shoulders — Firm!" 

5.  Precipitant.  Hips — firm;  feet  apart  jump;  together — jump;  continue 
lightly  ten  counts — go.     (One  row  at  a  time.) 

6.  Raise  arms  sideways  shoulder  high  and  breathe  in — one;  two,  lower 
arms  and  breathe  out. 

Lesson  IV 

1.  Order.  Marching  in  place;  mark  time — go  (foot  raised  clear  of 
floor,  toe  pointing  downward)  ;  class  halt;  one — tivo.  (Two  steps  in  place 
after  the  word  Jialt.) 

2.  Arm.  Head — firm  (hands  on  back  of  head,  finger  tips  touching  wrists 
straight,  elbows  back,  chin  well  in). 


Thied  Grade  63 

3.  Leg.  Hips — -firm:  Bouncing  balls,  turning  right;  4  counts — go;  (Take 
three  soft  light  jumps  in  place,  hardly  leaving  floor;  turn  to  right  on  fourth 
jump.  The  first  three  are  "getting  up  steam";  the  fourth  jump  is  more 
vigorous.)     Again  to  right — go. 

4.  Trunk.  See-saw.  Three  children  to  a  see-saw;  the  center  standing 
with  arms  stretched  out  at  side,  being  the  plank,  and  the  two  other  players, 
each  holding  with  both  hands  to  the  end  of  the  see-saw,  are  the  riders. 
On  count  one,  the  center  player  bends  to  right,  as  the  rider  on  that  side 
bends  his  knees  almost  to  sitting  position;  on  two,  the  right-hand  player 
-stands  erect  as  the  one  on  the  left  bends  knees.  The  music  to  the  familiar 
Mother  Goose  rhyme  may  be  used  for  the  rhythm  to  this  exercise. 

5.  Precipitant.     Skip  on  tiptoe,  one  row  at  a  time,  around  room. 

6.  Hands  on  lower  ribs,  broaden  chest  and  breathe  in,  one;  tioo. 

Lesson     V 

1.  Order.     Quick  change  between  hips — firm,  chest  firm,  head — firm. 

2.  Arm.     Chest — firm;  fling  arms  sideways  and  raise  heels — one;  two. 

3.  Leg.  Hips — firm;  deep  knee  bending  (the  children  call  it  "growing 
little")  bend  knees,  heels  off  floor,  one;  stand  erect,  tivo. 

4.  Trunk.  Throwing  snowballs;  pick  up  snow  from  between  feet,  one; 
mould  balls,  ttvo;  throw  at  some  object  in  front  of  room,  three.  A  child 
may  be  chosen  for  a  snow  man,  and  his  arms,  head  and  legs  knocked  off  in 
succession. 

5.  Precipitant.     Run  on  tiptoe,  one  row  at  a  time,  around  room. 

6.  Sitting.     Chest — firm;  breathe  in,  one;  out,  ttoo. 

Lesson    VI 

1.  Order.     Review  the  march  in  place  and  halt   (see  Lesson  IV). 
Mark  time;    go;   then   forward,   march;   class  halt — one;  two.     Take 

two  steps  after  the  word  halt;  bringing  heels  together  on  tiDO. 

2.  Arms.  Circle  arms  overhead — one  (raise  arms  sideways  overhead  and 
place  R  hand  above  L,  both  palms  down,  two,  lower  arms  sideways  to  position. 

3.  Leg.     Arm  raising  sideways  with  heel  raising,  one;  two. 

4.  Trunk.  Cranking  automobile;  stoop  and  make  large  circle  outward, 
first  with  right  arm,  then  with  left. 

5.  Precipitant.  Hips — finn;  jump  with  feet  astride  and  together,  twelve 
counts — go.     (See  Lesson  III.) 

6.  Sitting.     Head — firm;  broaden  chest  and  breathe  in — one;  two. 

Lesson  VII 

1.  Order.  One  step  forward — one  (step  forward  on  left  foot) ;  two,  bring 
up  right  foot  to  left,  heels  together. 

2.  Head — Arm.  Raise  right  arm  sideways,  turning  head  to  look  at  tips 
of  fingers — one;  return,  tivo.     Same  to  left. 

3.  Leg.     Chest — firm;  deep  knee  bending   ("growing  small")    one;  two. 

4.  Trunk.     Raising  Flag.     (Lesson  II,  Grade  III.) 

5.  Precipitant.     Marching  game,   "Follow   my  Leader." 

6.  Hips — firm;  heel  raising  and  deep  breathing;   one;  two. 


64 


Physical  Education 


Lesson  VIII 

1.  Order.     Quick  drill  in  directions,  as  in  Lesson  I. 

2.  Arm.     Shoulders — firm;  fists  clenched  tightly  and  held  on  outside  of 
arm,  not  touching  shoulder;  wrists  straight;  elbows  close  in. 

3.  Leg.     Head — firm;  feet  apart — jump;  raise  heels  10  counts — go. 


"Chest — Firm!" 

4.  Trunk.     "Crow  Hop";    bend   knees   and   clasp   ankles;    hop   forward    6 
times  in  this  position.     (One  row  at  a  time.) 

5.  Precipitant.     "Fire  Engine";    see  Lesson  I. 

6.  Arm  raising  sideways  and  heel  raising  with  deep  breathing  one;  two. 


Lesson  IX 

1.  Order.     Quick  changes  of  arm  positions,  insisting  on  good  form. 

2.  Arm.     Arm  raising  sideways,  with  head  twisting  to  R;  one;  tioo. 
Take  with  deep  breathing.     Repeat  to  left. 

3.  Leg.    Bouncing  Balls;  see  Lesson  IV. 

4.  Trunk.     Feet    apart — jump;    bend    and    clasp    both    hands    to    L 
ankle,  one;  two.     (Keep  knees  straight.) 


(R) 


Thikd  Grade 


65 


5.  Precipitant.  "Crossing  the  Creek";  mark  witli  chalk  a  space  about 
three  feet  wide  in  front  of  the  teacher's  desk;  have  one  row  at  a  time  run 
around  outside  aisle,  jumping  across  space  marked  out. 

6.  Chest — firin;  heel  raising  and  deep  breathing — one;  two. 


"Rabbit  Hop" 


Lesson    X 

1.  Order.  Marking  time  and  marching;  alternate  rows  face  back  of 
room,  so  that  two  rows  of  children  march  around  one  row  of  seats. 

2.  Shoulders — firm;  arms  sideways  stretch,  one — two. 

3.  Leg.     Arm  circling  and  heel  raising — one — two. 

4.  Trunk.  "Rabbit  Hop";  bend  knees  and  place  hands,  palms  down,  on 
floor  between  knees,  fingers  pointed  inward;  advance  by  moving  hands 
forward,  then  bringing  up  feet  with  a  little  jump. 

5.  Precipitant.  "Jumping  the  Fence";  like  "Crossing  the  Creek,"  Lesson 
IX,  except  the  children  jump  over  a  yardstick  or  blackboard  pointer  held 
about  ten  inches  above  floor. 

6.  Sitting.  Chest — firm;  arm  flinging  sideways  with  deep  breathing 
one;  tioo. 

GAMES  AND  CONTESTS 

FiNGEK  Circle  Race  (Schoolroom): 

Draw  small  circles  on  the  board,  one  in  each  corner,  so  that  four  children 
are  running  at  ia,  time.  Each  child  stands  with  his  flnger  in  a  circle, 
right  shoulder  to  the  board.  At  the  signal,  all  run  around  the  room 
in  the  same  direction,  each  child  touching  every  circle  as  he  passes 
it.    The  child  flrst  reaching  his  own  circle  wins  the  game. 


66  Physical  Ebucation 

I  Spy  (Schoolroom): 
One  child  is  ^selected  to  hide  some  small  object,  such  as  the  top  to  an  ink 
well;  several  of  the  children  are  meanwhile  sent  out  into  the  hall. 
When  they  enter  to  search  for  the  hidden  object,  the  first  one  who 
sees  it  says,  "I  spy"  and  returns  to  his  seat,  while  the  other  players 
continue  to  search.  The  player  first  seeing  the  object  may  hide  it 
next  time.  It  is  advised  that  the  object  be  hidden  where  it  will 
not  be  necessary  to  move  anything  in  order  to  find  it. 

Exchange  Tag  (Schoolroom) : 

Children  are  seated  at  their  desks;  one  is  chosen  to  be  "it,"  and  stands 
in  front  of  the  room.  The  teacher  calls  the  names  of  two  pupils, 
who  exchange  seats,  trying  to  avoid  being  tagged  by  "it."  The  one 
who  is  tagged  is  next  "it." 

Follow  the  Leader   (Schoolroom) : 

One  player  is  chosen  as  leader.  The  others  form  in  single  file  behind  him, 
and  imitate  all  that  he  does.  The  leader  may  march,  skip,  walk"  on 
all  fours,  go  backward  or  sideways,  turn  around  while  walking,  or 
hop  on  one  foot;  he  may  assume  on  the  march  any  position  of  the 
arms.    Whoever  fails  to  follow,  must  go  to  the  foot  of  the  line. 

Going  to  Jerusalem  (Schoolroom)  : 

Place  a  book  or  a  chalk-mark  on  one  desk.  Players  march  in  and  out  of 
aisles,  and  at  the  signal  (a  tap  on  the  bell,  or  a  clap)  each  tries 
to  secure  a  seat.  The  marked  seat  may  not  be  used.  An  additional 
seat  is  ruled  out  at  each  repetition  of  the  game. 

Eraser  Relay   (Schoolroom): 

Place  an  eraser  on  the  front  desk  in  each  row.  At  the  signal,  the  eraser 
is  passed  backward  overhead,  being  touched  by  each  child  in  suc- 
cession; the  player  in  the  last  seat  runs  forward  with  it,  coming 
up  on  the  right-hand  side  of  the  seats;  the  first  child  replacing  tlie 
eraser  on  the  front  seat  wins  for  his  row.  Each  child  then  moves 
back  one  seat,  the  player  who  has  just  run  taking  the  front  seat. 
Continue  until  every  child  has  had  a  turn  at  the  rear  seat. 

Stealing  Steps   (Playground;   schoolroom): 

One  player,  standing  in  front  of  the  class,  hides  his  eyes  and  counts  audibly 
to  ten;  a  player  in  each  aisle  has  been  chosen  to  start  from  the 
back  of  the  room  and  comes  forward  as  rapidly  as  possible,  but  must 
be  motionless  when  the  one  in  front,  having  counted  ten,  uncovers 
his  eyes.  Any  player  seen  to  move  must  return  to  the  back  of  the 
room.  The  player  first  reaching  the  front  wins  one  point  for  his 
row. 

Ducks  Fly  (Schoolroom): 

The  leader  calls  rapidly  "Ducks  fly,"  "Chickens  fly,"  "Robins  fly,"  etc., 
and  children  raise  and  lower  arms  once  when  the  name  is  called 
of  some  animal  that  can  fly;  when  a  player  raises  arms  at  the  com- 


Thikd  Geade  67 

mand  "Pigs  fly,"  he  is  caught  and  must  take  his  seat.  The  row 
having  the  largest  number  of  players  standing  after  two  minutes 
of  the  game,  is  the  winner. 

Bird-Catcher  (Playground)  : 
A  nest  is  marked  out  in  one  corner,  a  den  in  the  opposite  corner.  One 
player  is  chosen  for  the  bird-catcher,  another  for  the  mother-bird. 
Bach  row  of  players  choose  the  name  of  some  bird.  When  the  name 
of  one  row  is  called,  they  must  run  to  tag  the  rear  wall  and  try  to 
reach  the  "nest"  before  being  tagged  by  the  bird-catcher.  Birdt; 
tagged  must  remain  in  the  cage.  The  same  catcher  serves  through 
one  game,  unless  the  children  play  better  with  two  catchers. 

Poison  Snake  (Playground): 

Players  form  circle  about  a  stick  or  some  object  that  is  "poison";  the 
players  try,  by  means  of  pushing  or  pulling  each  other  by  the  clasped 
hands,  to  make  some  player  touch  "poison,"  when  he  has  to  drop 
from  the  circle. 

Mother  May  We  Go  Out  to  Play   (Playground)  : 

One  player  is  chosen  for  the  mother,   the  rest  are   children,   and  scatter 
about;     the    mother    calls    "Children,    come    home";     the    children 
answer  in  chorus,  "no,  we  won't";  the  mother  calls  "I'll  send  a  bear 
f.  after   you";    to   which   the   children    reply,    "we    don't    care";    after 

many  more  animals  have  been  threatened,  the  mother  saj^s  "Well, 
I'll  come  myself  after  you,"  at  which  she  chases  the  children,  who 
as  fast  as  they  are  tagged  must  return  home.  The  first  player 
tagged  may  help  chase  the  others. 

Hill  Dill  (Playground;   10  to  30  or  more  players)  : 

Two  parallel  boundary  lines  are  drawn  from  thirty  to  fifty  feet  apart;  or 
the  game  is  often  played  between  the  curbings  of  a  street,  which 
serve  as  boundaries.  One  player  is  chosen  to  be  "it,"  and  stands  in 
the  center.  The  other  players  stand  in  two  equal  parties  beyond 
the  boundary  lines,  one  party  on  each  side.  The  center  player 
calls  out,  "Hill,  dill!  come  over  the  hill!"  The  other  players  then 
exchange  goals,  and  as  they  run  across  the  open  space  the  one  in 
the  center  tries  to  tag  them.  Any  who  are  tagged  assist  him  there- 
after in  tagging  the  others. 

The  Boiler  Burst  (Schoolroom  game;  any  number  of  players)  : 

The  seats  are  arranged  so  that  there  is  one  more  player  than  there  are 
seats.  This  extra  player  stands  at  the  front  of  the  room  and  begins 
a  story.  At  its  most  dramatic  point,  the  narrator  says  "and  then — 
the  boiler  burst!"  when  all  players  must  change  seats,  while  the 
narrator  tries  to  secure  a  seat  for  himself.  The  game  continues, 
with  the  odd  player  as  "it." 


68 


Physical  Education 


RHYTHMIC  PLATS 

Bean  Porridge  Hot. 

Players  in  couples  forming  circle,  right  shoulders  to  center.     Inside  hands 
joined  with  partner. 

1.  Heel-toe  polka  around  circle,  8  measures. 

2.  Face  partner.  "Bean  porridge  hot,"  clap  hands  to  sides,  clap  own 
hands,  and  clap  both  hands  with  partners'  in  succession.  "Bean  por- 
ridge cold,"  repeat  as  before.  "Bean  porridge  in  the  pot,"  clap  hands 
to  sides,  clap  own  hands,  clap  R  hand  with  partners',  clap  own  hands; 
"nine  days  old";  clap  L  hand  with  partners',  clap  both  own  hands, 
clap  both  hands  to  partners'. 

Continue,  to  finish  course. 

3.  Join  both  hands,  facing  partner.  2  slides  in  line  of  direction  around 
circle;  tap  feet  three  times.  Repeat  slides,  moving  in  opposite  direc- 
tion; tap  feet  three  times. 

Repeat  3. 

4.  Repeat  chorus,  fig.  2. 


BEAN  rOERIDGE 


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♦Children's  Minuet: 
Children  in  couples  around  circle,  R  shoulders  to  center. 
The  step  used  throughout  is  the  "minuet  step,"  touch  R  forward  and  lift 
foot  immediately;   step  forward  on  R;   repeat,  touching  L  and  then 
stepping  on  L. 
The  4  measures  of  introductory  chords  are  in  every  case  used  for  a  deep 
and  ceremonious  curtsy,  girls  holding  skirts,  boys  R  hand  across  the  chest; 
boys  bow  with  knees  straight,  bending  from  hips;  girls  place  one  foot  behind, 
and  bend  knees  deeply,  keeping  back  straight. 

1.  Curtsy;  then  take  minuet  step  forward  throughout  first  verse. 

2.  Curtsy;  then  give  right  hand  to  partner  and  take  minuet  step  in  circle 
around  partner.     Keep  joined  hands  high. 

3.  Curtsy;  then  repeat  2,  with  L  hands  joined. 

4.  Curtsy;    then  boy  kneels,   while   girl  goes   around   him,  minuet   step, 
R  hands  joined. 

5.  Curtsy;  repeat  4,  with  L  hands  joined. 


*Music  from  Niedlinger's  "Small  Songs  for  Small  Singers."     By  permission. 


Third  Grade 


69 


M 


CHILDEEN'S  MTIfUET 

Very  quietly    (J.iho) 


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grown      folks,    too,. 


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I  would      like         to     dance    with    you, 


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70 


Physical  Education 


dimin. 


on       your    feet; 


When  you're  tir    -     ed,    will       you     tell 


me,  And  we'll   rest      up  -  on      that    seat. 


Third  Gkade 


71 


The  Jolly  Miller    {Traditional  North  Carolina  Folk  Game): 

Oh — Jolly  is  the  Miller 
And  he  lives  by  the  mill 
As  the  wheel  goes  round 
"With  a  right  good  will. 
One  hand  in  the  hopper 
And  the  other  in  the  sack 
As  the  boy  goes  forward 
And  the  girl  stays  back. 
Double  circle,  boys  on  outside,  girls  on  inside.     Walk  forward  while  sing- 
ing first   6   lines.     During  lines   7  and   8  the  boys   step   up  to  new 
partner,  the  girls  remaining  in  place.     When  they  have  learned  to 
do  this,  an  extra  player  may  be  chosen  who  stands   in  center;    as 
boys  change,  this  extra  player  tries  to  get  partner.     The  one  who 
is   left   out   remaining  in   the   center   and    trying   to   get   a   partner 
next  time. 

JOLLY  IS  THE  MLLLER 


^^^^^m^^^^^^^^^^m 

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ji\-J-JJJ  ■'  MJ^^N^^j^^^^^^ 


Yankee  Doodle: 

Players  in   couples,   R   shoulders   to   the   center.     Girls'   hands    on   skirts. 
boys'  on  hips.     Begin  with  foot  away  from  partner. 
"Yankee  Doodle  came  to  town."     Touch  R  heel  forward;    touch  R 
toe  backward;    take  3  light  running  steps  forward. 
"Riding  on  a  pony";   repeat  above,  beginning  inside  foot. 
"He  stuck  a  feather  in  his  cap."     Skip  4  steps  forward,  beginning 
outside  foot,  lifting  knee  high. 

"And  called  him  macaroni."     Pace  partner  and  curtsy. 
For  chorus,  skip  around  circle,  humming  tune. 


*Sevex  Jumps: 

Single  circle,  hands  joined. 

Measure  1-8,  16  skips  around   (knees  high)   to  L. 
Measure  9-16,  16  skips  around  to  R. 


*From    Clark's    "Physical   Training   for   the   Elementary    Schools,"    copyrighted    and    pub- 
lished by  Benj.   H.  Sanborn   &   Co.,   Boston.      By  permission. 


72 


Physical  Education 


At  end  of  16th  measure  land  with  feet  together,  hands  on  hips. 

Measure  17,  raise  L  foot  suddenly. 

Measure  18,  replace  L  foot  suddenly. 

Pianist    commences   measure   1    suddenly    and    all    skip    around    as 

in  beginning. 

Measure  17,  raise  L  foot. 

Measure  18,  replace  L  foot. 

Measure  17,  raise  R  foot. 

Measure  18,  replace  R  foot. 

Continue  as  before  adding  one  more  repetition  of  chords  17  and  18 

each  time. 

Third  time,  repeat  all  before  and  kneel  on  L  knee. 

Fourth  time  repeat  all  before  and  kneel  on  R  knee. 

Fifth  time  repeat  all  before  and  place  L  elbow  on  floor. 

Sixth  time  repeat  all  before  and  place  R  elbow  on  floor. 

Seventh  time,  repeat  all  before  and  drop  head  in  hands. 

Repeat  skips  and  finish. 


SEVEJf  JUMPS 


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Continue  thus  7  limes, 

adding  a  measure  each  time 


Fine 

*NixiE  Polka: 


AC. 


D.c. 


D.C. 


Players   in   circle,   facing  center;    three   or   more   players   in   center.     All 

hands  on  hips. 
1.     Spring,  placing  R  foot  forward,  heel  down,  toe  up;    repeat  L,  R,  L, 
4  measures. 


*Prom   Clark's   "Physical   Training   for   the    Elementary    Schools,"   copyrighted   and  pub- 
lished by  Benj.   H.  Sanborn  Co.,    Boston.     By  permission. 


Thied  Gkade 


73 


2.  All  clap  on  first  note  of  next  measure,  then  players  in  center  run  12 
tiny  steps  to  face  partner. 

3.  Repeat  1,  facing  partner. 

4.  Players  with  backs  to  center  turn  to  face  center  on  the  clap;  his 
partner  follows,  hands  on  shoulders  of  the  one  ahead.  The  two  run  in 
this  manner  to  face  new  partner,  and  the  game  proceeds  until  all  have 
been  chosen. 

NIXIE  POLKA 
Swedish 


vnrr      m =j»—  _ 

lit- tie  while  we    lin-ger  here, 'Mid  ma-ny joys  and    ma. cy  fears, 
1  2  ■  3  A 

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Come,Iit- tie gob-lins,comeaoi play, Come      let    us  sing  and 
5     ,  6  I        ,  7 


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Sing  a  Song  o'  Sixpence: 

Flayers   in   circle,   facing   center;    four   players,    in   the   "pie,"    crouch   in 
center  of  circle,  close  together. 
"Sing  a  song  o'  sixpence,  a  pocket  full  of  rye; 

Four  and  twenty  blackbirds  baked  in  a  pie."     Circle  skips  to  left. 
"When  the  pie  was  opened  the  birds  began  to  sing,"   etc.     Circle 
stands  and  raises  joined  hands  to  open  "pie,"  blackbirds  fly  under 
the  raised  arms,  and  skip  around  outside  circle,  whistling. 
"The   King    was    in    his    counting-house,"    etc.;    circle    pantomimes 
counting  money. 

"The  Queen,"  etc.;  players  in  circle  pantomime  eating  with  spoon.  . 
"The  maid,"  etc.;  players  pantomime  hanging  clothes. 
"And  down  came  a  blackbird,"  etc.;   each  blackbird  on  outside  of 
circle,  snips  the  nose  of  some  player  in  the  circle,  who  becomes  a 
blackbird  when  the  game  is  repeated. 


SOG  A  SOING  0'  SIXPENCE 


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^^m 


74 


Physical  Education 


The  Spielman: 

Partners  in  circle,  R  shoulders  to  center. 

1.  "We  are  two  musicians  gay;  would  you  like  to  hear  us  play? 
If  you  like  us  we  will  stay,  or  go  back  to  cold  Norway." 

Players  march  around  circle,  swinging  hands  gaily,  singing  the  above 
verse. 

2.  "We  can  play  the  viol,  viol,  violin; 

We  can  play  the  big  bass  viol  and  the  flute,  oh." 

Players   face   each   other  and    imitate   the   movements   of   playing   the 

instruments  named  in  the  preceding  verse. 

3.  "Boom-fa-la-la,  boom-fa-la-la,  boom-fa-la-la-lay; 
Boom-fa-la-la,  boom-fa-la-la,  boom-fa-la-la-lay." 

While  singing  the  preceding,  players  in  sets  of  4  join  4  right  hands 
across  square,  and  skip  around  to  R  during  4  measures;  reverse,  join- 
ing L  hands  and  skip  4  measures  to  left. 

THE   SPIELMAN 
Swedish 


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GRADE  IV 

For  Explanation  of  Types  of  Exercises,  see  pages  12,  13,  Hi. 

Time  for  Physical  Education  should  be  divided  between  health  lessons, 
games,  gymnastics,  rhythmic  exercises,  athletic  contests,  and  such  efficiency 
tests  as  the  Badge  Tests  arranged  by  the  Playground  and  Recreation  Asso- 
ciation. A  new  lesson  in  gymnastics  is  to  be  started  every  two  weeks.  Every 
lesson  is  begun  and  ended  with  "Best  Sitting." 

GYaENASTICS 

General  Plan  of  Gymnastic  Lesson,  page  57. 
Directions  for  Teaching  Gymnastics,  pages  51,  60. 

Lesson     I 

1.  Order.  Hips — firm;  one  step  forward — march  (see  Lesson  VH,  Grade 
III). 

2.  Arm.     Chest — firm;  arms  sideways  fling  and  raise  heels,  one;  tico. 

3.  Leg.  "Thread  the  needle";  clasp  hands  low  in  front;  on  count  one. 
step  R  (L)  foot  through  ring  formed  by  hands,  and  stand  on  R  foot;  two, 
step  through  ring  with  left  foot,  and  stand  erect,  hand  still  clasped  behind. 

4.  Trunk.     "Cranking  automobile";   see  Grade  III,  Lesson  VI. 

5.  Precipitant.  Running  in  place,  raising  feet  backward;  16  counts — go. 
(Like  a  quick  run  but  done  without  moving  forward.  Insist  on  good  rhythm.) 

6.  Hands  on  lower  ribs — place;  breathe  in.  one;  out,  tiDO. 

Lesson  II  • 

1.  Order.  Two  steps  forward — march.  This  takes  three  counts,  stepping 
forward  L  and  R  on  one  and  two,  and  bringing  heels  together  on  three. 

2.  Arms.  Shoulders — firm;  stretch  arms  downward  and  raise  heels,  one; 
tico. 

3.  Leg.     Raise  arms  sideways  and  bend  knees    (slightly)    one;   two. 

4.  Trunk.     "See-saw."     See  Lesson   IV,   Grade   HI. 

5.  Precipitant.  "Jumping  Jack";  on  one,  jump  to  stride  position  and  raise 
arms  sideways;   two,  return  arms  and  feet  to  place.     Continue  12  counts. 

6.  Circle  arms  overhead  with  deep  breathing;   one;  ttoo. 

Lesson  III 

1.  Order.     March  steps  forward  and  backward;  vary  number  and  direction. 

2.  Arm.  Chest — firm,;  fling  arms  sideways  and  twist  head  to  R  (L)  — 
one;  tico. 

3.  Leg.  "Thread  the  needle";  (See  Lesson  I,  Grade  IV)  and  return  to 
starting  position,  reversing  the  movement. 

4.  Trunk.     Bending  to  grasp  L  (R)  ankle;  one;  two. 

5.  Precipitant.  Bend  arms  to  athletes'  running  position  (elbows  at  right 
angles,  held  close  to  body) ;  run  in  place,  one  row  at  a  time,  16  counts — go. 

6.  Sitting;  head — firm:  deep  breathing,  one;  tioo. 


76 


Physical  Education 


Lesson   IV 

1.  Order.     Quick  changes  of  arm  positions. 

2.  Arm.     Hand  clapping  overhead  with  heel  raising,  10  counts,  go. 

3.  Leg.  Hands  clasped  behind  back,  place;  slow  deep  knee  bending,  one; 
two.     Try  to  touch  floor  with  finger  tips  without  tipping  body  backward. 

4.  Trunk.  "Human  Wicket";  feet  apart — jump;  bend  forward,  knees 
straight,  and  touch  L  hand  in  front  of  L  toe,  right  hand  in  front  of  R  toe — 
one;  stand  erect,  two. 

5.  Precipitant.     "Crossing  the  Creek,"  see  Lesson  X,  Grade  III. 

6.  Arms  sideways — raise;  turn  palms  up,  with  deep  breathing,  one;  two. 


DEEa"  Knee  Bend 


Lesson  V 

1.  Order.  Hips — -firm;  place  L  foot  forward  (one  foot-length;  weight  on 
both  feet)  one;  two. 

2.  Arm.  Chest — firm;  arm  flinging  sideways  and  quick  knee  bending, 
one;  two. 

3.  Leg.  "High-stepping  horses";  hips — firm;  mark  time  in  place,  with 
high  knee  bending  upward;  12  counts — go.  (Bring  knee  as  high  as  hip; 
right  angles  at  knee;  toe  pointing  downward.) 


FouKTH  Gkade  'T? 

4.  Trunk.     "Rabbit  Hop."     See  Lesson  X,  Grade  III. 

5.  Precipitant.  "Jumping  Jack";  clapping  hands  over  head  on  odd  counts, 
bringing  hands  to  sides  on  even  counts.     12  counts — go. 

6.  Shoulders — firm;   deep  breathing,    one;   two. 

Lesson  VI 

1.  Order.  Hips — firm;  L  (R)  foot  forward — -place;  raise  heels,  8  counts, 
go. 

2.  Head.     Circle  arms  and  twist  head  to  right   (left),  one;  two. 

3.  Arm.  Shoulders — firm;  feet  apart — jump;  stretch  arms  upward,  one; 
(arms  parallel,  palms  turned  in;  watch  for  hollow  back  and  protruding 
abdomen) ;  bring  arms  to  shoulders  firm — tvjo. 

4.  Leg.  "Wicket  Walk"  (see  "Human  Wicket,"  Lesson  IV,  Grade  IV) ; 
feet  apart — jump;  bend  and  touch  floor — two;  advance  L  foot  and  hand 
simultaneously,  then  R;   continue  for  6  counts;   position — stand. 

5.  Precipitant.  Arms  in  running  position — place  (see  Lesson  III,  Grade 
IV) ;  running  around  room,  one  row  at  a  time,  go. 

6.  Sitting.  Hips — firm;  deep  breathing,  with  head  bending  slightly  back- 
ward (chin  close  to  neck;  secure  broadening  of  chest,  not  raising  shoulders). 

Lesson  VII 

1.  Order.     March  steps  forward  and  backward;  vary  number  and  direction. 

2.  Arm.  Shoulders — firm;  stretch  arms  sideways  and  raise  heels,  one; 
two. 

3.  Leg.  Deep  knee  bending,  hands  clasped  behind  (see  Lesson  IV,  Grade 
IV). 

4.  Trunk.  "Climbing  Ladder."  On  count  one,  raise  L  arm  as  if  grasping 
ladder,  and  bend  left  knee  upward;  two,  change  position  of  hands  and  feet, 
bringing  right  arm  and  knee  upward. 

5.  Precipitant.  "Jumping  Jack,"  with  hands  clapping  overhead  (Lesson 
V,  Grade  IV) ;  16  counts — go. 

6.  "West  Point"  Breathing;  one,  deep  breathing,  turning  palms  outward, 
keeping  little  finger  close  to  side  (see  that  the  exercise  secures  chest  broad- 
ening, not  shoulder  raising) ;  return  and  exhale,  two. 

Lesson  VIII 

1.  Order.  Facing  to  right — one  (quarterturn  to  R  on  R  heel,  pushing 
with  L  toe;  hold  this  position  until  second  command) ;  bring  up  L  foot  to  R, 
heels  together,  two. 

2.  Arm.    Arm  circling  overhead  with  heel  raising,  12  counts — go. 

3.  Leg.     "Thread  the  Needle"  and  return;   see  Lesson  III,  Grade  IV. 

4.  Trunk.     "Splitting  Wood";   see  Lesson  III,  Grade  III. 

5.  Precipitant.  Hips — fi7-m;  jump  in  place;  bend  knees,  heels  off  floor, 
one;  spring  upward  and  land  on  toes  with  knees  bent  as  in  starting  position, 
two;  stand  erect,  three. 

6.  Sitting.  Chest — firm;  deep  breathing  with  head  bending  backward, 
one;  two.     (See  Lesson  VI,  Grade  IV.) 


78  Physical  Education 


Lesson  IX 

1.  Order.     Right  and  left  facing  (see  Lesson  VIII,  Grade  V). 

2.  Arm.     Hands   cla.pping  overhead   with   heels   raising,   12   counts — go. 

3.  Leg.  Hips — firm;  high  knee  bending  upward,  march  time,  16  counts 
—go. 

4.  Trunk.  "Steamboat";  arms  sideways  raise  and  feet  apart — jump;  on 
one,  bend  trunk  to  R,  bending  R  knee,  R  hand  touching  iloor,  L  arm  pointing 
upward;  two,  bend  to  L,  touching  floor  with  L  hand. 

5.  Precipitant.     Practice  marching  and  halting. 

6.  West  Point  breathing,  one;  two. 

Lesson  X 

1.  Order.  Head  firm  and  L  (R)  foot  forward — place;  heel  raising  8 
counts — go. 

2.  Arm.  Arm  stretching  sideways  and  upward;  shoulders — firm;  stretch 
arms  sideways — one;  shoulders  firm,  ttoo ;  stretch  arms  upward,  three;  to 
shoulders,  four. 

3.  Leg.  Chest — firm;  deep  knee  bending,  one;  two  (see  Grade  III,  Les- 
son V). 

4.  Trunk.  Climbing  ladder;  raise  L  arm  and  R  knee  upward;  change 
and  continue  to  10  counts. 

5.  Precipitant.  Hips — firm;  jump  in  place,  one;  tivo,  three.  (See  Lesson 
VIII,  Grade  IV.) 

6.  Arms  sideways — fling;  deep  breathing,  turning  palms  upward,  one: 
tico. 

GAMES 

Automobile  Race  (Schoolroom): 

Each  row  chooses  the  name  of  some  automobile.  At  the  signal,  the  first 
child  in  each  alternate  row  rises  on  the  right  side,  runs  forward 
around  his  own  desk,  then  to  the  rear  on  the  left  side,  going  com- 
pletely around  his  own  row  of  seats.  As  soon  as  he  is  seated,  he 
touches  off  the  child  who  sits  behind  him,  and  so  on  until  the  last 
child  has  run  and  has  returned  to  his  seat.  The  alternate  rows  then 
play,  and  the  two  winners  finally  compete  to  decide  the  champion. 

PosTUKE  Tag   (Schoolroom)  : 

One  child  is  chosen  for  the  runner,  and  another  for  the  chaser.  Each 
has  a  bean-bag  carried  on  his  head.  If  either  player  touches  or 
loses  the  bean-bag,  he  is  out,  and  must  choose  a  player  to  take  his 
place.  If  the  runner  is  tagged  by  the  chaser,  another  runner  is 
chosen. 

Teacher  and  Class   (Schoolroom)  : 

A  leader  is  chosen  for  a  class  of  about  ten  players,  the  "class"  in  a  line 
facing  the  "teacher,"  who  stands  about  twelve  feet  away.  The 
"teacher"  tosses  the  bean-bag  to  each  of  the  class  in  succession, 
beginning  at  the  head.  A  player  who  misses  goes  to  the  foot.  If 
the  leader  misses,  he  goes  to  the  foot  and  the  player  at  the  head 
becomes  leader. 


Fourth  Gkade  79 

Beast,  Bied  or  Pish   (Schoolroom): 

The  leader  tosses  the  bean-bag  to  any  player,  and  calls  "Bird,"  then  im- 
mediately begins  to  count  rapidly  to  ten.  If  the  player  to  whom  the 
bean-bag  was  tossed  does  not  name  a  bird  before  the  leader  counts 
ten,  he  is  caught,  and  must  stand  at  the  back  of  the  room.  If  the 
leader  calls  for  "fish,"  or  for  "'beast,"  the  correct  reply  must  be 
given. 

Weathee  Vane  (Schoolroom)  : 

This  is  a  useful  game  for  teaching  points  of  the  compass.  It  is  played 
like  "Simon  Says";  the  teacher  calls  "Turn  to  the — North,"  and  a 
child  who  turns  in  the  wrong  direction  is  an  unreliable  weather- 
vane,  and  must  take  his  seat.  Give  a  good  pause  before  the  direc- 
tion is  announced,  and  demand  instantaneous  response. 

Lame  Fox  and  Chickens   (Playground): 

The  chickens  are  divided  into  two  groups,  standing  on  opposite  sides  of 
the  playing  space;  a  den  for  the  fox  is  marked  out  in  the  center. 
At  the  signal,  the  chickens  exchange  bases,  running  across  the  space 
marked  out  for  the  fox;  the  fox  who  is  lame  and  can  hop  only  on 
one  foot,  tries  to  tag  as  many  as  he  can.  All  caught  are  lame 
foxes  when  the  signal  again  is  given. 

Center  Base  (Playground)  : 

Players   in    circle,    one   playing    in    center    with   ball.      The    center    player 
throws  ball  to  some  player  in  the  circle,  who  must  replace  ball  in 
f,  the  center  and  then  chase  the  center  player,  who  is  safe  if  he  can 

touch  the  ball  before  he  is  tagged  by  the  chaser;    if  he  is  tagged, 
the  chaser  may  be  in  the  center. 

Call  Ball  (Playground;  Schoolroom): 

Players  are  given  consecutive  numbers,  beginning  at  one.  One  player 
has  a  basket  ball,  which  he  tosses  into  the  air  immediately  after 
he  has  called  a  player's  number;  that  player  runs  forward  and  tries 
to  catch  the  ball  before  it  has  made  a  second  bounce.  As  a  play- 
ground game,  the  players  stand  in  circle;  in  the  schoolroom,  play- 
ers are  in  their  seats,  and  the  ball  is  tossed  in  the  vacant  space 
.   at  the  front  of  the  room. 

Fish  Net  (Playground): 

Two  goal  lines  are  drawn  some  forty  or  fifty  feet  apart  and  reaching  from 
side  to  side  of  the  play  space.  The  players  are  aligned  on  one  of 
the  goal  lines.  One  player,  the  "Net,"  stands  on  the  opposite  goal 
line.  At  the  call,  "The  Net  is  coming!"  all  move  forward  to  the 
opposite  goal,  while  the  "Net"  tries  to  catch  a  "Fish"  by  throwing 
his  arms  around  him.  The  one  caught  joins  hands  with  him  on 
the  opposite  goal  line.  The  "Net"  again  gives  his  warning,  and  as 
the  "Fish"  swim  to  the  other  side,  another  one  is  caught  by  the 
"Net,"  now  consisting  of  two  players;  encircling  him  and  grasping 
hands,  they  take  him  to  the  goal,  where  he  joins  the  "Net."     As  the 


80  Physical  Education 

"Net"  becomes  longer,  several  "Fish"  may  be  caught  at  one  time. 
The  last  one  caught  is  the  "Net"  for  the  next  game.  If  the  catchers 
let  go  of  hands  the  "Net"  is  broken  and  those  in  it  are  released. 

Btjll  Frog  Relay  (Playground): 

Pupils  in  columns  or  file  formation  arranged  according  to  size  and  equal 
in  number.  After  player  has  completed  his  turn  in  racing,  he  must 
pass  by  way  of  left  side  of  team  to  the  rear  and  place  hands  on 
shoulders  of  team  mate  in  front  observing  complete  silence  and 
perfect  alignment. 

Position  of  individuals  when  in  action:  Hands  on  hips;  deep 
knee  bend. 

Flying  Dutchman   (Schoolroom): 

Sitting  on  desks  facing  back  of  room.  One  who  is  chosen  to  be  "it"  stands 
facing  players  with  a  bean  bag  in  his  hand.  At  a  signal  from  the 
teacher,  "it"  hands  the  bean  bag  to  a  player,  the  class  then  count 
aloud  as  the  bean  bag  is  passed  to  the  first  five  players.  At  the 
word  "five"  the  one  "it"  chases  the  bean  bag.  The  bean  bag  may  be 
passed  up  and  down  or  across  the  room.  If  the  chaser  catches  the 
bean  bag,  the  last  one  catching  it  is  "it."  Any  one  dropping  the 
bean  bag  is  "it." 

Suggestions:  Emphasize  the  fact  that  the  clever  players  are  not 
caught,  as  children  like  to  be  "it"  and  may  be  caught  purposely. 

Maze  Tag  (Playground,  15  to  100  players) : 
All  but  two  of  the  players  stand  in  parallel  lines  or  ranks,  one  behind  the 
other,  with  ample  space  between  each  two  players  and  each  two 
ranks;  all  the  players  in  each  rank  clasp  hands  in  a  long  line.  This 
will  leave  aisles  between  the  ranks,  and  through  these  a  runner 
and  chaser  make  their  way. 

The  sport  of  the  game  consists  in  sudden  changes  in  the  direc- 
tion of  the  aisles,  brought  about  by  one  player  who  is  chosen  as 
leader  and  stands  aside,  giving  the  commands,  "Right  face!"  or 
"Left  face!"  at  his  discretion.  When  one  of  these  commands  is 
heard,  all  of  the  players  standing  in  the  ranks  drop  hands,  face  in 
the  direction  indicated,  and  quickly  clasp  hands  with  the  players 
who  are  then  their  neighbors  on  the  right  and  left.  This  brings 
about  a  change  of  direction  in  the  aisles,  and  therefore  necessitates 
a  change  of  direction  in  the  course  of  the  two  who  are  running. 

The  success  of  the  game  depends  largely  upon  the  judgment  of 
the  leader  in  giving  the  commands,  "Right  (or  left)  face!"  They 
should  be  given  quickly  and  repeatedly,  the  leader  often  choosing 
a  moment  when  the  pursuer  seems  just  about  to  touch  his  victim, 
when  the  sudden  obstruction  put  in  his  way  by  the  change  in  the 
position  of  the  ranks  makes  necessary  a  sudden  change  of  direction 
on  his  part.    The  play  continues  until  the  chaser  catches  his  victim. 


FouKTH  Geade  81 

or  until  a  time  limit  has  expired.  In  either  case  two  new  players 
are  then  chosen  from  the  ranks  to  take  the  places  of  the  first 
runners. 

It  is  a  foul  to  break  through  the  ranks  or  to  tag  across  the 
clasped    hands. 

Traffic  Cop  (Playground;    Schoolroom;   from  5  to  50  players): 

One  person  has  a  whistle  and  is  the  traffic  cop,  the  other  players  are 
scattered  around  on  the  playground,  the  cop  tells  them  to  run,  walk, 
skip,  jump  or  any  other  activity  he  wishes.  After  they  have  done 
that  a  short  time  he  blows  his  whistle  and  whoever  makes  a  move 
after  the  whistle  is  blown  is  out.  The  cop  should  be  quick  in  his 
orders  and  quick  to  notice  all  that  move. 

PiNCH-0   (Playground,  5  to  30  or  more  players) : 

This  is  a  game  of  chase,  an  advancing  line  (rank)  of  players  turning  and 
fleeing  from  an  odd  player  in  front  of  them  w^hen  a  signal  is  given. 
The  players  in  the  advancing  line  pass  a  "Pinch"  (hand  pressure) 
from  one  to  another  along  the  line,  the  end  players  calling  out 
"Finch!"  and  "0"  respectively  at  the  start  and  finish  of  this  per- 
formance. The  "0"  is  the  signal  for  the  chaser  to  start.  The 
chaser  therefore  watches  the  hands  carefully  to  detect  the  pressure 
and  know  when  it  is  approaching  the  end;  the  other  players 
naturally  try  to  conceal  this  passing  of  hand  pressure,  delaying  or 
hastening  it  to  take  the  chaser  unaware. 

The  player  who  is  "it"  walks  backward,  being  about  ten  feet  in 
front  of  the  others,  who  advance  slowly  forward  in  a  line,  holding 
hands.  The  player  on  one  end  of  the  line  calls  "Pinch"  and  at  once 
squeezes  or  pinches  the  hand  of  the  player  standing  next.  This 
player  slightly  presses  the  hand  of  the  player  on  his  other  side,  and 
so  on  across  the  line  until  the  pressure  is  felt  by  the  last  player 
on  the  opposite  end,  who  at  once  calls  out  "0!"  Immediately  that 
the  "0"  is  heard,  the  entire  line  is  liable  to  be  tagged  by  the  one 
who  is  walking  backward  in  front  of  them,  and  they  therefore  in- 
stantly turn  and  run  for  "home,"  a  place  determined  beyond  cer- 
tain boundaries  at  one  end  of  the  ground.  The  one  who  is  "it" 
gives  chase,  and  any  one  tagged  by  him  must  join  him  in  tagging 
the  players  when  the  game  is  repeated.  The  game  ends  when  all 
are  caught,  the  last  player  to  be  caught  being  the  winner,  and  tak- 
ing the  part  of  the  odd  player  for  the  next  round. 

CoENEE  Spry  (Playground;  Schoolroom;  10  to  60  players): 
Balls;   bean  bags.     The  players  are  divided  into  four  groups,  one  group 
stationed  in  each  corner  called  North,  South,  East,  and  West. 

Four  captains  stand  in  the  center,  each  with  a  bean  bag,  facing 

his   corner   of  players,   w^ho   stand   in  a   row.     The   captain   throws 

the  bean  bag  to  each  player  in  turn  in  his  group,  who  throws  it 

back  at  once  to   the   captain,   and   so   on   until  the  last   player   is 

6 


82 


Physical  Education 


reached.  As  the  captain  throws  to  his  last  player  he  calls  "Corner 
Spry!"  and  runs  to  the  head  of  the  row,  the  last  player  becoming 
captain.  The  group  that  first  succeeds  in  having  all  of  its  players 
in  the  captain's  place  wins  the  game. 

INDIAN  WAE  DANCE 


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Fourth  Grade 


83 


RHYTHMIC  GAMES 


Indian  War  Dance: 


Single  circle,  facing  center,  sitting  cross-legged  on  floor. 

1.  With  arms  folded  high,  bend  forward  and  back    (1  meas.)    and   raise 
trunk  to  erect  position   (1  meas.).     Continue  throughout  first  8  meas. 

2.  Same  as  1,  bending  right  and  left  alternately;   meas.  9-16. 

3.  Raise  arms  high  upward,  looking  up    (1  meas.) ;   fold  arms  as  before 
(1  meas.) ;  meas.  1-8. 

4.  Look  to  right,  right  hand  over  eyes   (1  meas.  9-10);   same  left  (11-12). 

5.  Lean  ear  near  floor,  listening;   meas.  13-16. 

6.  On   meas.    17,  slap   floor   with  right  and   left  hands;    meas.   18,    "war- 
whoop"  three  times,  palm  over  mouth.    Repeat  for  meas.  19-20. 

7.  Meas.  21-24,  inclusive,  run  around  circle  with  little  short,  quick  steps. 
Repeat  6  and  7  for  meas.  25-32. 


'•The  Crested  Hen: 

This  is  done  in  groups  of  three,  each  consisting  of  one  boy  and  two  girls, 
or  two  boys  and  one  girl.     The  groups  stand  in  circle  formation. 

I.     Measures  1-8.     The  players  join  hands  and  dance  around  to  the  left 

as  follows:   Step  forward  on  the  left  foot,  hop,  and  swing  the  right 

foot  forward.     The  players   all   lean   away  from   the   center   of   the 

circle.     A  stamp  is  taken  on  the  first  note  of  the  first  measure. 

Measures   1-8.     Repeat  the  same   step  to  the   right.     Jump   up   in   the 

air  on  the  first  note  of  the  first  measure. 
Measures  1-8.     Repeat  the  same  step   to  the   right.     Jump   up   in   the 
air  on  the  first  note  of  the  first  measure,  come  down  on  both  feet, 
and  repeat  step  hop  to  the  right. 


THE  CRESTED  HEN 
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*From  Clark's  "Physical  Training  for  the  Elementary   Schools,"    copyrighted   and   published 
by  Benj.  H.  Sanborn  &  Co.,  Boston.    By  permission. 


84 


Physical  Education 


II.  Measures  9-10.  The  girls  drop  their  joined  hands,  place  the  free  hands 
on  hips,  and  form  a  straight  line.  The  hoy  at  no  time  breaks  his 
grasp.  The  players  continue  to  step,  hopping  in  place  while  the 
girl  on  the  right  bends  forward  and  does  step-hop  under  the  arch- 
way formed  by  the  raised  arms  of  the  boy  and  the  left  girl. 

Measures  11-12.  The  boy  follows  the  girl,  turning  under  his  own 
arms. 

Measures  13-14.  The  left  girl  turns  under  the  archway  formed  by 
the  boy  and  the  right  girl. 

Measures  15-16.     The  boy  follows. 

Measures  9-16.    Repeat  the  step. 

Repeat  the  play  from  the  beginning. 


Inside  hands 


French  May  Dance: 

In  couples,  forming  double  circle;  right  shoulders  to  center. 
joined;  boys,  outside  on  hip,  girls,  holding  skirts. 

1.  Run   forAvard    6   steps    (2   meas.) ;    face   partner   and    curtsy,   2 
measures. 

2.  Repeat  step  1,  in  opposite  direction;  4  measures. 

3.  Pacing  partner,  R  hands  joined  high;  cross  to  partner's  place 
with  3  running  steps  (1  measure),  curtsy  (1  measure). 
Repeat  3,  returning  to  own  place  and  curtsy  (2  measures). 
Inside  partner  (girl)  standing  still,  while  boy  turns  under  their 
joined  hands,  making  complete  turn;  (1  measure);  boy  runs  3 
steps  to  left  (1  measure),  meeting  new  partner;  both  curtsy  (2 
measures) ;  repeat  from  beginning  with  new  partner. 

FRENCH  JttAY  DANCE 


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FouKTH  Grade 


85 


*Gustaf's  Skoal   (Gustafs  Health — Swedish  Singing  Game) : 

Four  couples  form  a  square.  Head  couples  stand  facing  each  other  about 
six  feet  apart,  while  side  couples  do  the  same.  Partners  join  inside 
hands.  The  boy  stands  on  the  left  with  free  hand  on  hip,  while  the 
girl  takes  hold  of  her  skirt. 

I,  Measures  1-2.     The  head  couples  start  with  the  right  foot,  and  advance 

toward  each  other  with  three  steps.     On  the  second  count  of  the 

second  measure  the  boy  bows  and  the  girl  makes  a  peasant  curtsy. 

Measures  3-4.     The  head  couples  start  with  the  left  foot,  and  retire 

with  three  steps,  bringing  the  feet  together  on  the  second  count  of 

the  fourth  measure. 

Measures  5-6.     Same  as  measures  1-2. 

Measures  7-8.    Same  as  measures  3-4. 

Measures  1-8.     The  side  couples  repeat  same  figures. 

The  above  figure  should  be  performed  with  great  dignity. 

II.  Measures  9-12.    The  head  couples  skip  gaily  toward  each  other,  taking 

two  skip  steps  to  a  measure.  Partners  release  hands,  separate,  and 
join  inside  hands  with  person  opposite,  the  boy  going  to  the  left  and 
the  girl  to  the  right.  The  new  couple  passes  under  the  arch  made 
by  the  joined  hands  of  the  side  couples.  (Joined  hands  should  be 
held  high.)  As  soon  as  they  have  passed  under  the  arch,  they 
separate  to  the  left  and  right,  returning  to  their  orginal  places. 
Measures  13-16.  Still  skipping,  they  clap  their  own  hands,  join  hands 
with  partners,  lean  well  away  from  each  other  and  swing  about 
with  high  skipping  steps. 

Measures  9-16.    The  side  couples  repeat  same  figure. 
There  are  great  dramatic  possibilities  in  this  game.     The  first  part 
represents   paying  homage  to   a   superior,   while   the   second   is   an 
imitation  of  the  gay  life  of  the  peasant,  even  though  passing  under 
a  yoke  of  subjection. 

GUSTAF'S  SKOAL 
Swedish  Singing  Game 


*Froin   Clark's   "Physical  Training   for  the   Elementary   Schools,"   copyright   and  published 
by  Benj.  H.  Sanborn  &  Co.,  Boston.     By  permission. 


GRADE  V 

For  Explanation  of  Types  of  Exercises,  see  pages  12,  13,  I4. 

GYMNASTICS 

General  Plan  of  Gymnastic  Lesson,  page  51. 
Directions  for  Teaching  Gymnastics,  pages  57,  60. 

Lesson   I 

1.  Order.  Review  facings  (see  Lesson  VIII,  Grade  IV)  and  foot  placing 
forward  and  to  the  side  (Lesson  V,  Grade  IV). 

2.  Arm.  (a)  Review  quick  changes  of  arm  positions;  (&)  review  arm 
stretchings  in  various  directions. 

3.  Leg.  Chest— yirm;  arm  flinging  sideways  with  quick  knee  bending, 
one;  two. 

4.  Trunk.  "Piston  rod";  on  one,  take  shoulders  firm  and  bend  L  (R) 
knee  upward;  tioo,  stretch  arms  downward  and  replace  foot,  16  counts.  De- 
mand smooth  vigorous  action. 

5.  Precipitant.  Arms  in  running  position — place;  run  in  place  16  counts 
—90. 

6.  West  Point  breathing  (see  Lesson  VII,  Grade  IV)  one;  tivo. 

Lesson  II 

1.  Order.  Review  mark  time  and  halt  (Lesson  IV,  Grade  III)  and  one 
(two)  march  steps  forward  and  back. 

2.  Arm.  Shoulders  firm  and  feet  apart — jump;  arm  stretching  upward, 
one;  two;  sideways,  three;  four.  (Hold  each  position  long  enough  to  be 
sure  of  good  form.) 

3.  Leg.  Hands  behind  body — clasp;  deep  knee  bending,  one;  tivo.  (Try 
to  touch  floor  without  tipping  backward,) 

4.  Trunk.     "Steamboat"    (see  Lesson  IX,  Grade   IV). 

5.  Precipitant.  Hips — firm  and  left  foot  forward — place;  heels — raise; 
spring,  reversing  position  of  feet,  two:  continue  in  rhythm,  12  counts,  go. 

6.  Sitting.     Head — firm;  deep  breathing,  one;  ttvo. 

Lesson   HI 

1.  Order.  Three  steps  forward — march  (four  counts;  heels  together  on 
fourth  count). 

2.  Arm.     Left  hand  on  hip  and  right  on  head — place;  quickly,  change. 

3.  Leg.  Left  (R)  foot  forward — place;  heel  raising  with  hand  clapping 
over  head,  12  counts — go. 

4.  Trunk.  "Jack-knife  Dive";  on  count  one,  place  right  foot  sideways 
and  fling  arms  sideways;  two,  bend  to  touch  floor  between  feet,  keeping  knees 
straight;  three,  stand  erect,  arms  stretched  sideways;  four,  hands  at  sides 
and  feet  together. 

5.  Precipitant.  Hips — firm;  jump  in  place,  one;  two;  three  (Lesson  VIII, 
Grade  IV). 

6.  Deep  breathing,  arm  raising  sideways  and  heel  raising;    one;  tioo. 


Fifth  Gkade  87 


Lesson  IV 

1.  Order.  Hips — firm;  place  L  (R)  foot  forward  and  return,  4  counts, 
go;  continue  through  16  counts,  go. 

2.  Arm.  With  palms  upward,  arms  sideways  fling  and  feet  apart — jump; 
raise  arms  upward,  one;  two.     (See  that  children  do  not  hollow  backs.) 

3.  Leg.  Head — firm;  fling  arms  sideways  with  quick  knee  bending,  one; 
two. 

4.  Trunk.     Piston  rod    (see  Lesson  I,  Grade  IV). 

5.  Precipitant.  Hands  in  running  position — place;  run  around  room; 
halt  in  four  counts. 

6.  West  Point  breathing,  one;  ttoo. 

Lesson  V 

1.  Order.     Review  facing,  right  and  left. 

2.  Arm.  Raise  arms  sideways  and  twist  head  to  right  (L),  with  deep 
breathing;  one;  two. 

3.  Leg.     Chest — fi7-m;  high  knee  bending  upward,  16  counts — go. 

4.  Trunk.  "Fire-cracker."  Clap  hands  in  front  of  chest,  one;  clap  over- 
head, ttoo;  bend  forward  and  slap  knees,  mid-leg,  and  ankle,  in  quick  succes- 
sion, one,  two,  three  (keep  knees  straight). 

5.  Precipitant.  Hips — firm;  left  (R)°foot  forward — place:  spring  on  toes, 
changing  feet  forward  and  back,  12  counts — go. 

6.  Hands  on  lower  ribs — place;  deep  breathing,  one;  two. 

Lesson  VI 

1.  Order.  One,  two,  three  or  four  steps  forward — march  (four  steps  takes 
5  counts). 

2.  Arm.  Shoulders — firm;  stretch  arms  sideways,  one;  two;  stretch  arms 
downward,  three;  four.    Repeat  in  4  counts — go. 

3.  Leg.  "Signaling";  raise  left  leg  and  right  arm  sideways,  one;  replace, 
two;  right  arm  and  right  leg,  three;  return,  four. 

4.  Trunk.  Hips  firm  and  feet  apart — jump;  twist  trunk  to  left,  one;  for- 
ward, two  (twist  should  come  from  waist  only). 

5.  Precipitant.  Jump  in  place  with  arm  flinging  sideways,  one;  two  (fling 
arms  sideways  on  jump,  and  bring  again  to  side  on  landing) ;  three  (Lesson 
VIII,  Grade  IV). 

6.  Head  firm  and  feet  apart — jump;  deep  breathing,  one;  two. 

Lesson  VII 

1.  Order.  Hips — firm;  place  left  foot  forward,  one;  raise  heels,  two: 
lower  heels,  three;  foot  replace,  four.  Repeat  with  opposite  foot,  4  counts, 
—go. 

2.  Arm.  With  palms  up,  arms  sideways  fiing  and  feet  apart — jump; 
raise  arms  upward,  one;  two. 

3.  Chest — firm;  quick  knee  bending  with  arms  flinging  sideways,  one; 
two. 

4.  Trunk.     "Jack-knife  dive"   (see  Lesson  III,  Grade  V). 


88  Physical  Education 

5.  Precipitant.  Forward — march;  tiptoe  march;  normal  march;  class 
— halt. 

6.  Sitting;  circle  arms  over  head  with  deep  breathing;  one;  Uoo. 

Lesson  VIII 

1.  Order.  Right  (L)  face  and  one  step  forward- — march  (done  in  four 
counts). 

2.  Arm.  Shoulders  firm  and  feet  apart — jump;  arm  stretching  upward 
and  downward,  4  counts,  go. 

3.  Lreg.     Head — firm;  slow  deep  knee  bending,  one;  two. 

4.  Trunk.     "Steamboat";  see  Lesson  IX,  Grade  IV. 

5.  Precipitant.  Jump  on  toes  to  stride  position  and  return,  with  hand 
clapping  overhead  (see  Lesson  V,  Grade  IV),  16  counts — go. 

6.  West  Point  breathing,  one;  two. 

Lesson  IX 

1.  Order.  Chest — firm;  foot  placing  forward  and  heel  raising,  left  and 
right;    8  counts — go. 

2.  Arm.  Shoulders — firm;  arm  stretching  upward,  sideways  and  down- 
ward, 6  counts — go. 

3.  Leg.  "Knee  Dip";  stand  on  left  (R)  foot;  reach  behind  and  grasp 
left  (R)  foot  with  right  (L)  hand;  bend  left  (R)  knee  slowly  until  right 
(L)  knee  touches  floor;  raise  slowly  to  erect  position.  The  free  arm  may 
be  raised  sideways  to  aid  balance. 

4.  Trunk.     "Fire-cracker";   see  Lesson  V,  Grade  V. 

5.  Precipitant.  Hips — firm;  jump  in  place  with  quarter  turn  to  right  (L), 
one;  two  (land  facing  to  right  or  left) ;  three. 

6.  Sitting;  Head — firm;  bend  head  slightly  backward  with  deep  breath- 
ing, one;  tioo. 

Lesson  X 

1.  Order.  Right  (L)  face  and  two  steps  forward — march  (done  in  5 
counts). 

2.  Arm.  Shoulders — firm;  stretch  arms  upward  and  bend  knees,  one; 
two. 

3.  Leg.     "Signaling";  see  Lesson  VI,  Grade  V. 

4.  Trunk.  Feet  apart — jump;  circle  arms  overhead  and  twist  trunk  to 
right  (L)  one;  two. 

5.  Precipitant.  Left  foot  forward — place;  spring  changing  feet  forward 
and  back,  and  raising  arms  to  shoulder  level  on  odd  counts,  down  on  even 
counts — go   (16  counts). 

6.  West  Point  breathing,  one;  two. 

GAMES 

Paetner  Tag  (Schoolroom): 

The  children  are  seated  at  their  desks.  A  runner  and  a  chaser  are  chosen; 
the  chaser  is  "poison,"  and  any  one  tagged  by  him  becomes  "poison." 
The  runner  saves  himself  by  sitting  with  another  player,  who  in 


Fifth  Geade  89 

turn  saves  himself  in  the  same  manner.  If  the  chaser  tags  the 
runner,  the  chaser  at  once  "plays  safe"  hy  sitting  with  another 
player. 

This  is  made  an  excellent  playground  game  by  having  players  in 
a  circle,  in  couples,  partners  having  arms  hooked.  The  runner 
saves  himself  by  hooking  arms  with  another  player,  when  the 
partner  of  that  player  runs  to  hook  arms  with  another. 

Circle  Tag  (Schoolroom): 
A  three-foot  circle  is  marked  with  chalk  on  the  floor  at  the  front  of  the 
the  room.  A  player  is  chosen  to  be  "it";  he  stands  in  front  of  or 
near  the  circle,  so  as  to  guard  it,  and  calls  the  names  of  two  or  more 
players,  who  try  to  touch  the  circle  with  one  foot  before  being 
tagged  by  "it."  Players  may  run  in  any  direction,  and  should  make 
this  a  "dare"  game. 

Simon  Says   (Schoolroom): 
Players  stand  in  aisles.    Teacher  or  some  pupil  gives  gymnastic  commands 
which  are  to  be  executed  only  if  prefaced  by  "Simon  says."    Those 
caught  must  take  their  seats.     The  row  having  most  players  stand- 
ing after  two  minutes  of  play  is  declared  the  winner. 

Initial  Tag  (Schoolroom): 
One  player  is  chosen;  he  comes  to  the  front  blackboard  and  writes  the 
initials  of  some  child  in  the  room;  the  one  whose  initials  are  writ- 
ten tries  to  tag  the  first  player  before  he  can  reach  his  seat.  The 
game  may  be  made  more  difficult  by  having  the  runner  tag  the  rear 
wall  before  going  to  his  seat. 

Target  Throw  (Schoolroom): 

Draw  on  the  board  two  or  more  sets  of  three  concentric  circles  which  form 
the  targets;  the  outer  circle  should  be  about  three  feet  in  diameter, 
the  inner  about  nine  inches.  One  player  at  a  time  takes  his  place 
on  a  line  drawn  about  twelve  feet  from  each  target;  if  he  can  hit  the 
bull's  eye  (the  inner  circle)  with  the  bean  bag,  he  scores  5  points 
for  his  team;  the  second  circle  scores  3,  and  the  outer,  1.  When 
each  player  has  made  a  throw,  the  scores  are  added. 

Blackboard  Relay  (Schoolroom) : 

The  first  player  in  each  line  is  given  a  piece  of  chalk;  at  the  signal  he 
runs  to  the  board  and  makes  a  cross  mark  (X),  returns  to  his  seat, 
and  hands  the  chalk  to  the  player  behind  him,  who  runs  and  marks 
in  his  turn.  The  game  may  be  made  more  difficult  by  having  players 
write  their  own  initials,  their  own  names,  or  make  a  Question  mark, 
comma,  or  plus  or  minus  sign. 

Last  Couple  Out  (Playground  game) : 

Players  in  couples,  standing  in  a  long  line,  one  couple  behind  the  other. 
An  odd  player  stands  at  the  head  of  the  line.  He  calls  "last  couple 
out,"  when  the  couple  at  the  foot  of  the  line  run  forward,  each  on 
his  own  side  of  the  line,  and  try  to  join  hands  in  front  of  the  line 


90  Physical  Education 

before  either  is  tagged  by  the  odd  player.  The  odd  player  may  not 
look  behind  him  as  he  calls;  if  he  tags  one  of  the  runners,  that 
player  is  his  partner,  and  the  new  couple  take  the  head  of  the 
line,  while  the  odd  player  stands  in  front  of  them  and  gives  the  sig- 
nal for  the  couple  now  at  the  foot  to  run  forward. 

Four  All  Round  (Playground)  : 

Players  stand  in  files  of  4,  facing  center  of  circle,  like  spokes  of  a  wheel. 
One  odd  player  is  running  on  the  outside.  He  tags  the  last  player 
of  one  file,  who  passes  the  tag  to  the  one  ahead  of  him,  and  so  on 
until  it  reaches  the  first  player  of  the  file,  who  says  "Dw,"  which  is 
the  signal  for  the  file  to  run,  in  any  direction,  around  the  outside 
of  the  circle,  until  the  original  place  of  the  file  is  reached.  The  odd 
player  is  meanwhile  running  around  the  circle  to  reach  the  posi- 
tion of  the  disbanded  file.  The  first  four  of  the  five  runners  who 
re-form  the  file  are  safe;  the  fifth  is  "odd." 

Touch  Ball  (Playground;  Schoolroom): 

Players  in  circle,  facing  center.  One  player  stands  in  the  circle,  and  tries 
to  touch  a  basket  ball  which  is  rapidly  passed  around  the  circle  in 
short,  quick  throws,  not  above  the  players'  heads.  If  the  center 
player  touches  ball,  he  is  safe  and  may  take  his  place  in  the  circle; 
the  player  who  dropped  or  held  the  ball  so  that  it  was  touched  takes 
the  center  player's  place. 

French  Blind  Man's  Buff  (also  known  as  Grunt  Pig,  Grunt)  (Schoolroom) : 
Players  in  circle,  right  shoulder  to  center;  one  player  is  blindfolded  and 
stands  in  the  center  holding  a  blackboard  pointer  or  yardstick.  The 
circle  marches  around  the  outside  aisles  of  the  room  until  the 
blindfolded  player  raps  on  the  fioor  to  halt  the  marchers;  the  center 
player  points  with  his  stick  at  some  player  in  the  circle,  and  tells 
him  to  imitate  the  noise  made  by  some  familiar  animal.  If  the  voice 
can  be  recognized  that  player  exchanges  places  with  the  blindfolded 
child  in  the  center. 

Three  Deep.     Tag  Game.     (Playground) : 

Players  form  a  circle,  count  off  by  twos,  and  each  number  one  steps  behind 
the  player  at  his  right.  This  quickly  gives  a  double  circle,  players 
facing  center.  Choose  one  for  a  chaser  and  another  for  a  runner. 
The  play  is  like  partner  tag.  The  runner  may  run  around  or  be- 
tween the  players  and  may  become  safe  by  going  in  front  of  any 
group  of  two  and  remaining  there,  thus  forming  one  group  that  is 
"three  deep."  The  chaser  can  tag  the  rear  one  of  any  group  that 
is  three  deep.  The  player  who  finds  himself  at  the  rear  of  a  group 
of  three  should  hasten  to  go  in  front  of  a  group  before  the  chaser 
can  tag  him.  One  who  is  tagged  at  once  becomes  chaser,  and  should 
tag  the  one  who  caught  him  if  possible.  Discourage  long  runs  and 
encourage  quick  changes  instead. 


Fifth  Grade  91 

Telegram  (relay  race)  (Schoolroom): 
Players  in  two  equal  teams,  lined  up  on  opposite  sides  of  the  room  facing 
the  center.  The  odd  player  (or  the  teacher  when  there  is  no  odd 
player)  stands  in  front  of  the  room  at  its  middle  with  a  telegram 
in  each  hand.  Mark  a  starting  line  for  each  team  near  tlie  wall 
and  equally  distant  from  the  sender.  On  signal  the  first  player  of 
each  team  runs  and  takes  the  telegram  from  the  sender,  runs  up 
the  first  aisle  of  his  half  of  the  room  and  down  the  next  one  and 
then  across  to  the  next  player  of  his  side  who  is  waiting  at  the 
starting  line,  hands  him  the  telegram,  and  goes  to  the  foot  of  his 
line.  The  second  player  as  soon  as  he  receives  the  telegram  runs 
out,  up  and  down  the  same  aisle,  and  hands  it  to  the  next,  and  so  on. 
The  last  player  rounds  the  two  aisles  and  takes  the  telegram  back 
to  the  sender. 

Vis-a-vis    (Playground)  : 

Players  in  couples,  forming  single  circle,  all  facing  center;  odd  player 
in  center,  who  calls  out  "Face  to  face!"  when  all  the  partners  face 
each  other;  "back  to  back,"  when  partners  turn  backs  to  each  otlier; 
he  continues  to  call  until  he  wishes  to  change  partners,  when  he 
calls  "vis-a-vis,"  when  all  partners  have  to  change,  the  odd  one  in 
center  now  securing  a  partner;  whoever  is  left  takes  the  center 
when  the  game  is  repeated. 

Touch   (Schoolroom) : 

This  is  an  excellent  "quiet"  game,  as  it  requires  concentration.  It  is  also 
a  good  test  of  memory.  The  teacher  starts  the  game  by  telling  the 
pupils  to  watch  her  very  carefully.  She  then  touches  a  certain 
number  of  objects  in  the  room  (5  or  6),  crossing  back  and  fourth 
several  times.  She  then  asks  for  a  volunteer  to  touch  the  same 
objects  in  the  same  order.  If  he  succeeds  he  adds  an  object,  if  he 
fails  he  takes  his  seat  and  some  one  else  takes  his  place.  Each  per- 
son who  succeeds  in  touching  in  correct  order  all  those  objects 
touched  by  the  one  preceding  him  adds  one  likewise,  the  list  con- 
tinually growing  in  this  way. 

Hook  On   (Playground;  20-50  players): 

Players  in  groups  of  four,  standing  behind  each  other,  with  arms  clasped 
around  the  waist  of  the  player  ahead.  An  extra  player  is  attempting 
to  "hook  on"  at  the  rear  of  any  file,  and  each  file  tries,  by  evading 
this  extra  player,  to  prevent  his  "hooking  on."  When  the  extra 
player  succeeds,  the  first  player  in  this  file  becomes  the  odd  man, 
and  tries  to  "hook  on"  to  some  one  file  of  players. 

Crows  and  Cranes: 

Players  form  in  two  lines,  back  to  back  and  at  about  one  yard  interval. 
One  line  is  designated  "Crows"  and  the  other  "Cranes."  If  the 
leader  calls  out  "Cranes,"  the  Cranes  will  rush  forward  about 
thirty  feet  across  a  safety  line,  and  the  line  designated  as  "Crows" 


92  Physical  Education 

will  turn  around  and  attempt  to  tag  his  opposing  player  before  he 
has  crossed  the  distance  to  the  safety  line.  If  the  leader  calls 
"Crows,"  the  Crows  will  rush  forward  to  their  safety  zone.  Those 
who  are  tagged  must  go  over  to  the  other  side.  The  team  having 
the  largest  number  of  players  at  the  expiration  of  a  given  time 
wins.  The  game  can  be  made  more  intensive  by  the  leader  if  he 
drawls  out  the  "r"  in  either  Crows  or  Cranes, 

Club  Hustle: 

The  players  are  lined  up  in  files. 

The  leader  of  each  file  has  an  Indian  club. 

At  the  word  "Go"  all  jump  in  half  stride  position  and  the  club  is 
passed  between  the  legs,  each  player  passing  it  on  to  the  next  until 
the  end  of  line  has  been  reached. 

The  last  pupil  runs  to  the  front  and  passes  it  back  along  the  line 
again.  When  every  player  has  been  at  the  head  of  the  line  and  the 
leader  is  in  front  again  the  game  is  over.  The  file  finishing  first 
wins  the  race. 

This  game  may  be  played  with  bean  bags  or  basket  balls. 

*0'Leaky  (Rubber  ball  game) : 
Tune:    "One  Little,  Two  Little,  Three  Little  Indians,"  to  the  words,  "One 
and  Two  and  Three  O'Leary"  ending  "10  O'Leary  Postman." 

Bat  the  ball  with  the  flat  ot  the  hand  to  1-2-3  and  do  the  prescribed 
movement  each  time  at  the  word  O'Leary,  letting  the  ball  bounce 
higher  by  hitting  it  harder.  To  "10  O'Leary  Postman,"  give  one 
bounce  and  catch  the  "Postman."  The  ball  is  never  caught  until 
the  last. 

Exercise  I.  SAving  right  leg  outward  over  ball  on  saying  "O'Leary." 
Exercise  II.  Swing  left  leg  outward  over  ball  on  saying  "O'Leary." 
Exercise  III.  Swing  right  leg  inward  over  ball  on  saying  "O'Leary." 
Exercise  IV.  Swing  left  leg  inward  over  ball  on  saying  "O'Leary." 
Exercise  V.     Grasp  edge  of  skirt  with  left  hand  and  upon  saying 

"O'Leary"  make  the  ball  pass  upward  between  the  arm  and  skirt. 
Exercise  VI.     Same  as  Exercise  V,  but  let  ball  pass  through  from 

above. 
Exercise  VII.     Grasp  right  wrist  with  left  hand  forming  circle  with 

arms  and  make  the  ball  pass  through  from  below  upon  saying 

"O'Leary." 
Exercise  VIII.     Same  as  exercise  VII,  letting  ball  drop  over  from 

above. 
Exercise  IX.     Touch  forefingers  and  thumbs  together  when  saying 

"O'Leary,"  and  through  circle  formed  let  ball  drop  from  above. 
Exercise  X.     To  the  words  1  O'Leary,  2  O'Leary,  3  O'Leary  and  so 

on  to  10  O'Leary  Postman,  bounce  ball  alternately  to  right  and 

left  of  right  foot.     (The  foot  may  move  from  side  to  side). 
Exercise  XL     Bounce  ball  to  same  words  as  in  Exercise  X,  standing 

absolutely  still. 


''Contributed   by    Department   of   Physical   Education,    Winston-Salem. 


EiFTH  Gkade  93 

Exercise  XII.  To  same  words  as  in  Exercise  X,  bounce  ball  throw- 
ing right  leg  over  ball  at  every  bounce. 

Exercise  XIII.  Same  as  Exercise  XII,  throwing  right  leg  inward 
over  ball. 

Exercise  XIV.  Same  as  Exercise  XlII,  throwing  left  leg  outward 
at  every  bounce. 

Exercise  XV.  Same  as  Exercise  XIV,  throwing  left  leg  inward 
at  every  bounce. 

Exercise  XVI.  To  the  words,  "Jack,  Jack,  Pump  the  Water,  Jack, 
Jack,  Pump  the  Water,  Jack,  Jack,  Pump  the  Water  So  Early  in 
the  Morning,"  go  through  the  same  movements  of  bouncing  ball 
three  times  and  giving  it  a  stronger  bat  on  the  word  "water," 
making  a  complete  turn  left. 

Exercise  XVII.  Same  as  Exercise  XVI,  making  a  complete  turn 
right. 

Note.  If  this  is  to  be  used  as  a  contest,  a  girl  is  permitted  to  play  as  far  as  she  can 
■without  a  miss.  The  one  who  is  able  in  a  given  number  of  trials  to  go  farthest  wins  the 
Tournament. 

RHYTHMIC  PLATS 

*The  Vineyard  (FrencJi) :  ■  . 

In  couples,  single  circle,  all  facing  center. 

1.  (a)  Stoop  and  make  motion  of  digging,  pat  down  the  earth 
(1  measure),  stand  and  stamp  lightly  three  times  (2  measures) ; 
(6)  repeat  four  times  in  all,  turning  round  in  place  with  the 
three  last  stamps  (8  measures  in  all). 

2.  Join  hands,  making  one  large  circle,  all  facing  center.  8  slides 
to  left;  8  to  right  (4  measures) ;  join  right  hand  with  partner's, 
left  hand  raised  at  side,  and  skip  8  steps  in  small  circle,  turning 

partner;  repeat  the  8  skips  with  left  hands  joined  (4  measures) ; 

8  measures  in  all. 

3.  (Same  music  as  step  1.)  Pick  grapes  from  branch  with  right 
hand,  and  put  them  in  basket  on  left  arm  (1  measure);  stamp 
three  times  (1  measure) ;  repeat  4  times  in  all,  making  8 
measures. 

4.  Boy  steps  inside  circle  and  faces  girl;  join  both  hands,  arms 
stretched  at  sides,  and  take  8  slides  around  in  circle,  moving 
clockwise;  repeat,  returning  to  place  (4  measures). 

5.  Turn  partner  as  in  step  II  (4  measures).  Face  partner,  join 
right  hands,  and  pass  partner,  giving  left  hand  to  next  dancer. 
Proceed  around  circle,  continuing  left  and  right  han'ds  alter- 
nately, until  partner  is  reached  (grand  left  and  right)  8  meas- 
ures. 


*From  Clark's  "Physical  Training  for  the  Elementary  Schools,"   copyrighted  and  published 
by  Benj.  H.  Sanborn  &  Co.,  Boston.     By  permission. 


94 


Physical  Education 


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In  couples,  three  couples  to  a  set.     Players  face  partners  across  center  of 
set,  as  in  Virginia  Reel. 

1.  Head   couple,  backs   to   set,   face   outward   and   take   8   slides   to   foot; 
8  back. 

2.  Head  couple  joins  both  hands  and  takes  8  slides  down  center  of  set; 
8  back. 


Fifth  Grade 


95 


Head  couple  makes  circle  of  3  with  next  girl;  the  little  circle  of  3  takes 

8  slides  around  circle  to  the  right;   4  to  left;   then  the  new  player  is 

"popped"  under  the  arch  formed  by  the  joined  hands  of  the  original 

head  couple.     The  player  "popped"  must  be  landed  in  her  own  place. 

Head   couple   repeats  No.   3   with   the   second  boy,   the  partner   of  the 

player  just  "popped"  to  place. 

Head  couple  repeats  No.  3  with  foot  girl. 

Head  couple  repeats  No.  3  with  foot  boy;  then  head  couple  takes  foot 

of  set,  and  the  dance  is  repeated  with  the  new  head  couple. 

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In  couples,  all  hands  joined,  facing  center  of  circle,  odd  player  in  center. 
Music:     "We  Won't  Go  Home  Till  Morning." 
1.     Eight  slides  to  left;   8  slides  to  right. 


96 


Physical  Education 


2.  Face  partner  and  join  both  hands;  4  slides  to  center,  4  out. 

3.  Give  right  hand  to  partner,  and  take  "grand  right  and  left"  around 
circle  until  music  stops,  when  each  player  tries  to  retain  partner  he 
then  has,  as  odd  player  in  center  is  now  trying  to  secure  a  partner. 


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Fifth  Grade  «9j7 

The  Lard  of  Cotton  (Music,  "Dixie") : 
Partners   around   circle,   right   shoulders   to    center,    Inside   hands   joined 
high;  outer  hands  at  hips. 

1.  (a)  Beginning  with  outside  foot,  walk  three  steps  forward  and  point 
inside  foot,  bending  toward  partner.  Repeat,  beginning  inside  foot  and 
pointing  away  from  partner. 

(&)     Boy  stands  still  as  girl  turns  with  4  steps  under  raised  arms; 

then  girl  stands  as  boy  turns  under  raised  arms. 

(c)     Eight  slides  to  left,  away  from  partner;  8  slides  returning. 

2.  Repeat  (a)  and   (&),  step  1. 

(c)     Join  both  hands  and  take  8  slides  forward  around  circle;  8  slides 
returning. 

Irish  Long  Dance  (Music,  The  Irish  Washerwoman) : 
Hands  on  hips.    In  couples,  sets  of  4;  in  lines,  facing  partner. 

1.  Touch  right  toe  forward.  Swing'  right  foot  forward;  4  soft  stamps  on 
toe.  Repeat.  Four  right  hands  joined,  8  skip  steps  around  circle,  8 
meas.    Repeat,  left  feet  and  L  hands.    8  meas. 

2.  (a)  Head  couples  face  foot;  walk  4  steps  down  middle;  turn  and 
walk  4  steps  back  to  place. 

(6)     Head   couple  takes   4   slides  to   foot  and   return  OUTSIDE   foot 
couple,  who  takes  4  slides  to  head  and  return. 

3.  Set  joins  hands,  forming  circle  of  4.  8  slides  to  left;  4  to  right  ending 
with  head  and  foot  couples  having  changed  places.  End  with  curtsy 
to  partner. 


98 


Physical  Education 


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GRADE  VI 

For  Explanation  of  Types  of  Exercises,  see  pages  12,  13,  14. 

GYMNASTICS 

General  Plan  of  Gymnastic  Lesson,  page  57. 
Directions  for  Teaching  Gymnastics,  pages  51,  60. 

Lesson  I 

1.  Order,     (a)   Quick  changes  of  arm  and  foot  positions 

(&)   Review  facings  and  marcli  steps. 

2.  Arm.  Head — firm;  quick  knee  bending  with  arm  flinging  sideways, 
one;  two. 

3.  Leg.     Hips — firm;  high  knee  bending  upward,  12  counts — go. 

4.  Trunk.  Shoulders  firm  and  feet  apart — jump;  bend  and  touch  riglit 
(L)  ankle  with  both  hands,  one;  stand  erect,  tico. 

5.  Precipitant.     March — tiptoe    march — halt. 

6.  Breathing.     Hands  on  lower  ribs — place;  broaden  chest,  one;  tivo. 

Lesson   II 

1.  Order.  About — face;  (carry  toe  of  right  foot  behind  and  slightly  to 
left  of  left  heel) ;  tivo,  face  to  rear,  turning  to  right  on  right  heel  and  left  toe. 
(From  U.  S.  Infantry  Drill  Regulations.) 

2.  Arm.  Chest  firm  and  place  left  foot  forward,  one:  raise  heels,  two; 
lower  heels,  three;  position,  four.  Repeat  to  opposite  side;  then  to  both 
sides  in  eight  counts. 

3.  Leg.     "Knee  Dip,"  see  Lesson  IX,  Grade  V. 

4.  Trunk.  Right  hand  on  hip,  left  hand  on  head,  place;  trunk  to  right, 
hend,  (3  times  to  right,  then  reverse  arm  positions  and  repeat  3  times 
to  left). 

5.  Precipitant.  Jump  in  place,  flinging  arms  sideways  on  jump,  one;  two: 
three. 

6.  Arms  sideways  fling  and  feet  apart — jump;  turn  palms  upward  and 
raise  heels,  with  deep  breathing,  one;  two. 

Lesson   III 

1.  Order.  Head  firm  and  place  left  foot  sideways — one:  raise  heels,  two; 
sink  heels,  three;  position,  four.     Repeat  to  opposite  side;  then  in  8  counts. 

2.  Arm.  Shoulders — firm:  arms  stretching  upward  and  sideways,  4  counts 
—go. 

3.  Leg.     Chest — firm:  slow,  deep  knee  bending,  one;  tioo. 

4.  Trunk.  "Prairie  dog  diving  into  his  hole";  shoulders  firm  and  feet 
apart — jump;  stretch  arms  upward — one;  bend  forward  and  touch  floor 
between  feet,  two;  stretch  upward,  three;  shoulders  firm,  fo^lr. 

5.  Precipitant.     "Bouncing  ball,"  see  Lesson   IV,   Grade   III. 

6.  West  Point  breathing;  tivo. 


100 


Physical  Education 


Lesson  IV 

1.  Order.     About  face  and  one  step  forward — march   (4  counts). 

2.  Arm.  Shoulders — firm;  stretch,  right  arm  upward,  left  downward,  one; 
shoulders  firm,  two;  reverse  positions  of  arms. 

3.  Leg.     Hands  behind  body — clasp;  slow,  deep  knee  bending,  one;  two. 

4.  Trunk.  Left  foot  forward — place;  circle  arms  overhead  and  twist 
trunk  to  left,  one;  two.  Repeat,  then  reverse  foot  positions,  and  twist  to 
right. 

5.  Precipitant.  Hips — firm;  jumping  forward,  one  (bend  knees,  toes  off 
floor) ;  jump,  advancing  about  eighteen  inches,  and  landing  with  knees  bent, 
two;  stand  erect,  three. 

6.  "Rooster";  elbows  bent  at  side,  finger  tips  touching  shoulders;  deep 
breathing,  raising  elbows,  one;  two. 

Lesson  V 

1.  Order.  Chest  firm  and  left  (R)  foot  forward — one;  heels  raised  and 
fling  arms  sideways,  two;  return,  three;  position,  four. 

2.  Arm.  Arms  sideways  fling  and  feet  apart — jump;  hand  turning  and 
deep  breathing,  one;  two. 


Knee  Dip 


3.  Leg.  Shoulders — fir^m;  quick  knee  bending,  heels  off  floor,  with  arm 
stretching  upward,  one;  two. 

4.  Trunk.  Right  hand  on  hip,  left  arm  sideways — raise;  bend  forward 
(knees  straight)  to  touch  left  hand  to  left  toe — one;  two.  Repeat  6  counts, 
then  reverse. 

5.  Precipitant.  Hips — fl^-m;  left  knee — raise;  step  and  hop  on  left,  then 
on  right,  2  counts  to  each  foot,  16  counts  in  all — go. 

6.  Breathing.     Finger  tips  on  front  of  diaphragm,  one;  tivo. 


Sixth  Grade       ','  101 


Lesson  VI  '  . 

1.  Order.     March;   tiptoe  march;   normal  march;   halt. 

2.  Arm.  "Sky  rockets";  quick  "shoulders  firm"  and  arm  stretching  up- 
ward,  (one;  two)  followed  by  slow  sinking  sideways,  downward. 

3.  Leg.  Chest — firm;  slow,  deep  knee  bending — place;  arms  sideways 
fling,  07ie;  two. 

4.  Trunk,  "Prairie  dog"   (see  Lesson  III,  Grade  VI). 

5.  Precipitant.  Hips — firm;  jump  in  place  with  half  turn  right  (L)  on 
jump;   one;  ttco;  three. 

6.  Breathing.     Head  firm  and  feet  apart — jump;  broaden  chest,  one;  two. 

Lesson  VII 

1.  Order.     Review  facings  and  march  steps  in  various  directions. 

2.  Arm.  "Windmill";  shoulders — fii-m;  left  arm  upward,  right  down- 
ward, stretch;  with  quick  flinging,  arms  change  (arms  wheel  to  reverse  po- 
sition like  windmill  sails). 

3.  Leg.  "Power  hammer";  jump  to  stride  position  and  bring  fists  to 
front  of  chest — place;  quick,  strong  knee  bending,  with  downward  stroke  of 
hands,  one;  return,  two. 

4.  Trunk.  Head — firm;  left  (R)  foot  forward — place;  trunk  to  left  (R) 
"bend;  raise. 

5.  Precipitant.  Raise  left  knee,  clapping  hands  under  knee — one;  replace 
foot,  two;  continue  16  counts — go.     (Keep  trunk  erect.) 

6.  Breathing.  Arms  sideways  raise  and  feet  apart — jump;  turn  palms 
upward  and  raise  heels,  one;  two. 

Lesson  VIII 

1.  Order.     Hips — firm;  knee  bending  upward,  march  time — go. 

2.  Head.  Chest — firm;  feet  apart — jump;  bend  head  backward,  deep 
breathing,  one;  tivo.     (Chin  in;   watch  for  hollow  backs.) 

3.  Leg.  With  palms  up,  arms  sideways  raise  and  feet  apart — jump;  arm 
raising  upward  and  heels  raising — one;  two. 

4.  Trunk.     "Steamboat,"  see  Lesson  IX,  Grade  IV. 

5.  Precipitant.  "Sprinting  Start";  "on  mark,"  drop  to  crouch  position, 
left  (R)  knee  at  instep  of  right  (L)  foot,  fingers  supporting  weight  on  floor, 
thumbs  pointing  to  center;  at  "get  set,"  lean  forward,  straightening  rear 
leg;  at  "go,"  run  in  place  12  counts. 

6.  Shoulders — firm;  deep  breathing,  one,   tivo 

Lesson  IX 

1.  Order.  Chest  firm  and  place  left  (R)  foot  forward — one;  stretch  arms 
sideways  and  raise  heels — tivo;  chest  firm  and  lower  heels — three;  position, 
four. 

2.  Feet  apart — jump;  raise  arms  forward-upward — one  (keep  palms 
facing  and  as  far  apart  as  the  shoulders  are  wide) ;  sink  sideways — down- 
ward; two.     (Turn  palms  downward  at  shoulder  height.) 

3.  Leg.  Shoulders — fi7'm;  stretch  arms  downward  and  bend  knees,  touch- 
ing fingers  to  fioor  between  feet — one;  return — two. 


102 


Physical  Education 


4.  Trunk.  "Aeroplane";  arms  sideways  raise  and  feet  apart — Jump; 
touch  right  toe  with  left  hand,  right  arm  vertical — one;  stand  erect — two; 
touch  left  toe  with  right  hand — three;  stand  erect — fou?-.  Keep  knees  straight. 

5.  Hips — firm;  jump  in  place  with  a  half-turn  to  right  (L),  one;  two; 
three. 

6.  West  Point  breathing;  one;  tioo.  , 


"Aekoplane" 


Lesson  X 

1.  "Rooster  walk";  hips — firm;  bend  left  knee  upward,  one;  stretch  left 
leg  forward,  knee  straight,  two;  step  forward  on  left  and  hold,  three;  repeat 
right. 

2.  Arm.     Circle  arms  overhead  and  twist  head  to  left    (R),  one;   tioo. 

3.  Leg.  With  palms  up,  arms  sideways  raise  and  feet  apart — jump;  arm 
raising  upward  and  knee  bending  (heels  off  floor)  one;  two. 

4.  Trunk.  Head  firm  and  left  foot  forward — place;  trunk  to  left — bend; 
raise.  Give  three  times  on  left,  then  reverse  the  position  of  feet  and  bend  to 
right. 

5.  Precipitant.     "Sprint"   (see  Lesson  VIII,  Grade  VI). 

6.  Feet  apart — jump;  deep  breathing  with  arm  raising  forward  upward 
and  sinking  sideways,  downward  (see  Lesson  IX,  Grade  VI)  one;  two. 


Sixth  Grade  103 

GAMES  AND  CONTESTS 

Last  Man   (Schoolroom): 

Players  seated  at  desks.  One  is  "it"  and  another  is  runner,  as  in  Partner 
Tag  (Grade  V).  The  runner  is  safe  if  he  stands  behind  some  row 
and  calls  "last  man,"  when  the  front  player  on  that  row  is  now  being 
chased  by  "it,"  and  saves  himself  by  standing  behind  a  row  and 
calling  "last  man."  When  the  front  player  runs,  each  player  in  that 
row  moves  forward  one  seat;  the  runner  who  called  "last  man" 
takes  the  rear  seat  thus  vacated  in  that  row.  When  a  runner  is 
tagged  he  becomes  "it,"  and  the  one  who  tagged  him  may  now  be 
tagged    in   his   turn. 

Grocery  Store   (Schoolroom  relay) : 

Played  like  the  Blackboard  Relay  described  in  Grade  V,  except  that  each 
player  as  he  runs  forward  must  write  the  name  of  some  article  for 
sale  in  a  grocery  store.  The  row  wins  who  finishes  first,  and  has 
no  mistakes  in  spelling. 

Bowling  (Schoolroom)  : 

Three  Indian  clubs  (or  erasers)  are  stood  up  in  front  of  each  aisle;  each 
player  in  turn  stands  with  feet  behind  a  line  drawn  about  20  feet 
from  his  own  set  of  clubs,  and  tries,  by  bowling  (not  throwing)  an 
indoor  baseball,  to  knock  down  the  clubs.  One  point  is  scored  for 
one  club,  three  for  two  clubs,  and  five  if  all  three  clubs  are  knocked 
down. 

Odd  and  Even   ( Schoolroom ;   Playground )  : 

Players  stand  in  circle  around  the  outside  aisle  of  room,  and  number  by 
I's  and  2's;  each  team  has  a  captain  who  stands  in  the  center  of 
the  circle,  holding  a  basketball  or  indoor  baseball;  at  a  signal,  each 
captain  begins  to  pass  the  ball  to  each  member  of  his  team  in  suc- 
cession, the  ball  being  returned  by  each  player  to  the  captain;  the 
team  who  first  completes  the  circle  is  declared  the  winner. 

All  up  Relay  (Schoolroom;  Playground)  : 

Draw  two  circles,  6  inches  in  diameter,  in  front  of  each  row  of  seats.  In 
one  circle  of  each  group  place  two  Indian  clubs,  erasers,  or  sections 
cut  from  a  2x4  timber.  The  front  player  in  each  row  runs  forward, 
left  hand  behind  his  back,  and  with  his  right  hand  transfers  the 
standing  Indian  clubs  from  one  of  his  circles  to  the  other,  and  then 
runs  to  his  seat,  when  the  next  player  runs  forward,  and  transfers, 
one  at  a  time,  the  Indian  clubs  to  the  other  of  his  circles.  Any 
club  failing  to  stand  erect  must  be  replaced  by  the  player  who  last 
touched  it.  This  is  also  an  excellent  playground  game,  having  each 
team  stand  in  single  file. 


104  Physical  Education 

Going  to  Jerusalem  (Schoolroom) : 
Players  In  single  circle  around  outside  aisle.  Mark  off  with  chalk  three 
or  four  "magic  carpet"  sections  in  the  outside  aisle,  these  sections 
about  four  feet  square.  Players  march  around  room  to  music  of 
piano  or  victrola,  and  when  music  suddenly  stops,  players  caught 
in  the  "magic  carpet"  must  take  their  seats. 

HoESE  AND  Rider  (Playground  relay  race) : 

Players  in  lines  facing  forward;  draw  a  goal  line  thirty  or  forty  feet  in 
front  of  each  team.  The  first  player  in  each  team  runs  forward, 
touches  one  foot  across  goal,  and  runs  back  to  his  team  to  take  the 
hand  of  the  next  player  in  line  and  run  with  him  to  the  goal;  the 
first  player  remains  there  while  the  second  returns  to  take  the  third 
player  over;  the  team  wins  who  first  transfers  all  its  players  across 
the  field  to  the  goal. 

Stride  Ball  (Playground) : 
Players  in  circle,  one  player  in  center;  the  center  player  tries  to  throw 
the  basketball  between  the  feet  of  the  players  in  circle,  who  are 
standing  with  feet  wide  apart,  and  who  bat  the  ball  back  to  center 
in  guarding  their  own  feet;  if  the  center  player  succeeds  in  driving 
the  ball  outside  the  circle,  he  exchanges  places  in  the  circFe  with 
the  player  who  allowed  the  ball  to  go  out. 

Newcomb.     See  rules  published  by  A.  G.  Spalding  &  Bros.,  45  Rose  iStreet, 
New  York. 

Dodge  Ball  (Playground) : 
Players  in  two  teams,  one  forming  circle,  the  other  scattered  within  the 
circle.  The  outer  group  has  a  basketball  or  volley  ball  with  which 
they  try  to  hit  center  player,  who,  as  soon  as  he  is  hit,  must  step 
outside  the  circle.  A  good  hit  must  be  on  or  below  the  knees.  When 
all  have  been  eliminated,  the  teams  change  places;  the  team  which 
eliminates  the  other  in  the  shortest  time  is  declared  the  winner. 

Progressive  Dodge  Ball   (Playground) : 

Draw  lines  dividing  the  court  into  three  equal  parts.  Have  players  in 
three  teams,  one  occupying  each  space.  The  game  is  played  in  three 
divisions  of  five  minutes  each.  A  score  is  made  by  the  team  hitting 
a  member  of  another  team  with  the  ball;  the  umpire  calls  the  score 
as  made.  A  good  hit  must  be  made  before  the  ball  has  touched  the 
ground.  No  player  may  step  into  an  opponent's  territory.  When 
"time"  is  called,  teams  change  places  by  rotating,  number  1  being 
now  in  the  center,  number  2  in  the  end  court,  and  so  on,  as  the 
game  proceeds.  The  scores  are  totaled  at  the  end  of  the  third  di- 
vision of  play. 

Prison  Base  (Playground) : 

Tag  game.  Two  bases  of  considerable  size  should  be  marked  out  and 
two  prisons.  Two  teams  of  equal  numbers  occupy  the  bases.  The 
object  of  the  game   is  to  make  prisoners   of  the   opponents.     The 


Sixth  Grade  105 

special  rule  of  play  is  that  any  player  can  tag  and  thus  capture  any 
player  of  the  opposing  side  who  left  his  base  earlier;  that  is,  the 
player  who  has  been  away  from  his  base  longest  can  be  tagged  by 
any  opponent  who  has  not  been  away  so  long.  The  only  ways  to 
escape  being  tagged  are  to  run  so  fast  that  no  opponent  can  catch 
you  or  to  go  back  to  your  base.  When  one  is  tagged,  the  tagger  can 
take  his  prisoner  to  prison  without  being  captured.  If  a  player  of 
the  same  side  as  a  prisoner  can  tag  him  before  being  tagged  by  the 
opponents,  he  may  take  him  home  without  being  captured.  The  suc- 
cess of  this  game  depends  much  on  the  size  of  bases  and  prisons 
and  their  location  and  distance  apart. 

Long  Ball  (Playground):  ;  . 

Mark  out  three  bases:  home,  pitcher's  base  and  long  base,  each  3  by  6 
feet.  The  pitcher's  base  should  be  25  to  35  feet  from  home  base 
and  long  base  several  feet  farther.  Long  base  may  be  directly  Fack 
of  pitcher's  base  or  in  any  other  direction  that  is  convenient.  Use 
an  indoor  baseball.  Choose  two  teams  and  have  one  team  at  bat, 
the  other  in  the  field.  The  pitcher  must  toss  the  ball  to  the  batter. 
Players  bat  in  regular  order.  Each  player  remains  at  bat  until  he 
hits  the  ball,  and  then  he  runs  to  long  base,  no  matter  where  the 
hit  ball  goes.  There  are  no  foul  balls  in  this  game.  If  a  hit  ball 
is  caught  before  it  falls  to  the  ground  the  batter  is  out.  If  the 
fielders  do  not  catch  it  they  get  it  and  try  to  hit  the  batter  with 
it  before  he  can  reach  long  base,  or  while  he  is  running  home  from 
long  base.  Players  reaching  long  base  may  remain  there  until  they 
see  a  good  chance  to  return  to  home  base,  even  if  several  are  on 
the  base  at  once.  Scores  are  counted  for  each  player  reaching  home 
base  safely.  The  side  at  bat  is  out  and  must  change  places  with 
opponents  when  three  batters  are  out  or  when  all  are  on  long  base 
and  no  one  is  left  to  bat.  The  side  making  most  scores  in  even 
innings  wins. 

Line  Foot  Ball  (Playground — 30-60  players): 

Players  in  two  teams,  standing  in  single  file,  facing  each  other  across  a 
space  thirty  to  fifty  feet  wide.  The  leader  opens  the  game  by 
bowling  a  soccer  ball  midway  between  the  two  files;  the  two  play- 
ers from  the  head  of  each  line  run  forward  to  attack  the  ball,  and 
attempt  to  drive  the  ball  between  the  players  of  the  opposing  line. 
A  goal  is  scored  when  the  ball  crosses  the  home  line  of  either  team. 
The  ball  must  be  handled  as  in  soccer,  with  the  feet  only,  and  a 
foul  made  by  touching  the  ball  with  the  hands  scores  one  point  for 
the  opposing  side.  If  the  ball  goes  above  the  heads  of  the  players 
when  it  crosses  the  line,  no  score  is  made,  and  ball  continues  in 
play  until  a  goal  is  scored,  when  the  attackers  take  their  places  at 
"the  foot  of  the  line,  and  the  next  players  (the  third  and  fourthT)  be- 
come center  attackers  from  each  team  when  the  ball  is  next  put  in 
play. 


106 


Physical  Education 


RHYTHMIC  PLATS 

*HlGHLAND  SCHOTTISCHE: 

Couples  in  single  circle,  partners  facing.     Right  hand   on  hip,  left  over 
head. 

1.  Touch   right   toe   at   right   side;    raise   foot   behind   knee,    with    slight 
spring.     Repeat  1. 

Schottische  1  step  right  (slide  right,  step  left,  step  right,  hop  on  right, 
swinging  left  forward).     Reverse  arm  positions  during  above. 

2.  Same  as  No.  1,  using  opposite  foot  and  hand.     Repeat  1  and  2. 

HIGHLAND  SCHOTTISCHE 
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*From  Clark's  "Physical  Training  for  the  Elementary  Schools,"   copyrighted  and  published 
by   Benj.    H.   Sanborn  &    Co.,   Boston.     By   permission. 


Sixth  Grade  107 

3.  Hook  right  arms,  left  overhead.  Turn  partner  with  right,  left,  right 
and  hop;  repeat,  beginning  left  and  right;  stamp  3  times  in  place,  re- 
versing positions  of  arms.     Repeat  with  opposite  foot  and  hand. 

Dutch  Dance  (Music,  "Where,  oh  where,  is  my  little  dog  gone,"  3/4  time) : 
The  step  used  is  the  typical  "wooden  shoe"  step.  Step  on  right  (count 
1),  swing  left  leg  forward,  toe  turned  up,  and  raise  and  sink  right  heel 
on  counts  2  and  3.  As  the  left  leg  is  swung  forward,  the  heel  is 
brushed  on  the  floor  on  count  2.  Repeat,  stepping  on  left  and  swinging 
right  forward. 

1.  In  couples,  inside  hands  joined  high,  outside  on  skirt;  double  circle.  8 
Dutch  steps  in  circle;  8  measures.  Place  hands  on  hips  and  run  6  little 
steps  in  circle,  turning  outward  and  ending  facing  partner;  2  measures. 
Curtsy  to  partner,  bending  stiifly  from  waist,  arms  oift  at  sides;  2 
measures. 

2.  Eight  Dutch  steps  around  circle,  as  in  step  1,  8  measures.  Face  part- 
ner and  join  both  hands,  arms  extended  stiffly  at  sides;  turn  ("wind- 
mill") with  8  step-hops  in  circle,  bending  to  alternate  sides,  8  meas- 
ures. 

3.  Facing  partner,  inside  partner  back  to  circle,  outside  partner  facing 
center  of  circle. 

Three  Dutch  steps  forward,  passing  partner  (3  measures)  ;  curtsy  as 
in  No.  1,  1  measure. 

Three  Dutch  steps  backward,  returning  to  place;  curtsy;  4  measures. 
Join  right  hands  high  and  turn  partner  with  6  Dutch  steps,  6  meas- 
ures; end  with  a  little  jump,  bringing  feet  together,  on  count  1  of  7th 
measure,  jump  with  feet  apart  with  count  3  of  7th  measure;  jump 
bringing  feet  together  and  hold  on  count  1  of  8th  measure. 

MoKRis  Dance  (Traditional  Old  English): 

Formation  in  sets  of  8,  all  facing  forward.  Each  dancer  has  stick  2i/4 
feet  long. 

Morris  Step  (a)  Run  R,  L,  R,  hop  R   (1  measure),    (b)  same  L   (1  meas- 
ure),   (c)   step  R,  hop,   step  L,   hop    (1   measure),    (d)    bring  feet  to- 
gether and  finish  with  jump  (1  measure). 
I.     1.     Sticks  in  R  hands.    One  Morris  step  forward  (a,  b, 

c,  d),  turning  180  degrees  on  final  jump. (4  measures) 

2.  Repeat  in  new  direction (4  measures) 

3.  Repeat   1   and   2. (8  measures) 

II.     "Sticks."     Partners  facing. 

1.  Partners  strike  sticks  3  times (1  measure) 

Repeat  (1  measure).     No  step  during  this. 

2.  Holding  sticks   crossed,   repeat   parts   c   and   d   of 

Morris    step.. (2  measures) 

Repeat   1   and    2 (4  measures) 

III.     "Cross  over."     Partners  facing. 

1.  Cross  to  partners'  place  with  a  and  b;    take  c  and 

d  in  place,  turning  ISO  degrees  on  final  jump (4  measures) 

2.  Repeat,  returning  to  place (4  measures) 


108 


Physical  Education 


3.     Repeat   1   and  2 (8  measures) 

Repeat  "Sticks"   (4  measures)    (8  measures) 

IV.     "Back  to  Back."    Partners  facing. 

1.  Partners  meet  and  pass  around  each  other  without  turning  as  in 
Fig  5  in  Virginia  Reel  (R  shoulders  touching)  on  parts  a  and  b  of 
Morris  step.    Return  to  own  place  on  parts  c  and  d..   (4  measures) 

2.  Repeat    touching    L    shoulders (4  measures) 

3.  Repeat   1   and    2 (8  measures) 

"Sticks."    End  with  cheer,  raising  sticks  on  final  hop. 


MORRIS  DANCE 
(Old  English) 


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Maypole  Dance: 

The  Maypole  should  be  wound  by  twelve,  sixteen,  twenty  or  twenty-four 
dancers.  Have  the  top  of  the  pole  decked  with  green  boughs  and 
flowers.  The  streamers  should  be  of  cambric,  in  different  colors,  and 
about  six  inches  or  more  in  width. 

Music,  a  march  (4/4)  of  a  festival  type.  Skipping  step  used  unless 
otherwise  stated.  Any  circle  dance  of  a  suitable  type  may  be  used 
around  the  Maypole  before  the  pole  is  to  be  wound.  The  "French  May," 
the  "Ring  Dance,"  "Seven  Jumps"  are  effectively  used  in  this  manner. 

The  Dance.     In  couples,  inside  hands  joined,  outside  holding  skirts. 

1.  Skip  around  pole  12  skip-steps  (6  measures);  curtsy  to  partner,  2 
measures. 

2.  Repeat  1,  moving  in  opposite  direction,  8  measures. 


Sixth  Grade 


109 


3.  Repeat  1,  inside  partners  moving  in  original  direction,  outside  partners 
in  opposite  direction,  making  two  concentric  circles;  moving  in  oppo- 
site directions    (8  measures).     Reverse  and  repeat,   8   measures. 

4.  All  join  hands,  forming  single  circle,  facing  toward  pole.  4  skip-steps 
toward  pole;  4  back;  join  right  hands  with  partner,  and  turn  in  place 
with  8  skip-steps,  8  measures. 

5.  Same  as  4,  except  that  the  turn  is  made  with  left  hands  joined. 

6.  Single  circle,  all  hands  joined,  facing  center,  eight  slides  to  left;  8  to 
right;  turn  partner  with  right  hands  joined;  turn  with  left  hands 
joined,  16  measures. 

7.  Face  partner  and  join  both  hands,  arms  stretched  out  at  sides.  Four 
slides  toward  pole;  4  slides  back  to  place  (4  measures) ;  then  join  right 
hand  with  partner,  and  pass  partner,  giving  left  hand  to  next  dancer, 
right  hand  to  next,  and  continue  until  partner  is  reached. 

8.  Skip  to  pole  and  pick  up  streamer;  return  to  place;  wind  pole  by- 
passing partner  with  right  hand,  next  dancer  with  left,  and  so  on 
as  in  No.  7.  Continue  until  pole  is  wound,  then  drop  streamers,  curtsy- 
to  partner,  and  skip  off  field.  .  .     .     ■ 

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110 


Physical  Education 


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Begin  with  outside  foot.     Curtsy  to 


In  couples,  inside  hands  joined  high, 
partner  during  introduction. 

Step  forward,  pointing  inside  toe  at  heel  of  outside  foot  and  bend  both 
knees.  Step  backward  on  inside  foot,  pointing  toe  of  outside  foot. 
Three  walking  steps  forward  (begin  with  outside  foot)  and  point 
inside  toe  forward. 

Repeat  1,  beginning  with  inside  foot. 

Step  away  from  partner  and   bend.     Step  .  toward   partner   and   bend. 
Three  steps  turning,  face  back  of  room  and  point  outside  foot. 
Repeat  3. 


1. 


4. 

"Stealing  Partners,"  or  "Skip  to  My  Lou": 

This  is  a  very  old  Southern  game-song.     There  are  a  variety  of  nonsense 
verses,  of  which  the  following  are  typical: 
"I'll  steel  a  partner,  shoo-la-loo   (or  skip  to  my  Lou); 
Steal  a  partner,  shoo-la-loo; 
Steal  a  partner,  shoo-la-loo; 
Should  I  lose  my  darling." 
"I'll  get  another  one,  good  as  you";   etc. 
"If  you  can't  get  a  preacher,  a  doctor'll  do";  etc. 
"Gone  again,  ain't  that  a  sin,"  etc. 

The  players  all  form  large  circle,  in  couples;  one  or  more  players  are 
without  partners.  As  the  song  is  sung,  usually  with  vigorous  hand- 
clapping,  the  odd  players  skip  to  take  a  partner,  and  bring  her  to  the 
"stealer's"  place,  in  the  circle;  the  deserted  partner  immediately  skips 
to  secure  him  a  partner,  and  so  the  game  proceeds. 


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Captain  Jinks  (North  Carolina  Folk  Song)  : 
Partners  in  circle. 

1.     I'm  Captain  Jinks  of  the  Horse  Marines, 
I  feed  my  horse  on  com  and  beans, 

(Players  march  around  circle) 
And  swing  the  ladies  in  their  teens, 
For  that's  the  style  in  the  army. 

(Join  both  hands  and  swing  partners) 


Sixth  Grade 


111 


2.  I  teach  the  ladies  how  to  dance, 
How  to  dance,  how  to  dance, 

I  teach  the  ladies  how  to  dance, 

(Skip   around   circle) 
For  that's  the  style  in  the  army. 

(Curtsy  to  partner) 

3.  Salute  your  partner,  turn  to  the  right, 

(Facing  partner,  salute,  and  turn  to  right,  facing  new  partner) 
And  swing  your  neighbor  with  all  your  might, 

(Swing  new  partner) 
And  promenade  the  ladies   right. 
For  that's  the  way  in  the  army. 

(March  around  circle;   finish  with  curtsy.) 

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GRADE  VII 

For  Explanation  of  Types  of  Exercises,  see  pages  12,  13,  14- 

GtTMJfASTICS 

General  Plan  of  Gymnastic  Lessons,  page  57. 
Directions  for  Teaching  Gymnastics,  pages  57,  60. 

1.  Order.     Review  quick  changes  of  arm  and  foot  positions. 

2.  Arm.  In  two  counts,  arms  upward — stretch  (shoulders  firm  on  one; 
stretch  upward  on  tioo) ;  continue  in  various  directions. 

3.  Leg.     "Power  Hammer,"  see  Lesson  VII,  Grade  VI. 

4.  Trunk.  Left  foot  sideways — place;  bend  and  touch  both  hands  to 
right  (L)  ankle,  one;  stand  erect,  iivo.    Keep  knees  straight.) 

5.  Precipitant.  Hips — firm;  jump  in  place — one;  two;  three.  (Lesson 
IX,  Grade  V.) 

6.  Breathing,  with  hands  on  lower  ribs;  one;  two. 

Lesson  II 

1.  Order.     Review  facings  and  march  steps. 

2.  Arm.  In  two  counts,  arm  upward — stretch;  arm  parting — one  (lower 
arms  to  shoulder  level,  palms  up) ;  raise  arms  over  head — two.  Continue 
for  six  counts;  then  in  two  counts,  arms  downward — stretch. 

3.  Leg.  Chest — firm;  arm  flinging  sideways  with  quick  knee  bending, 
one;  two. 

4.  Trunk.     "Aeroplane,"  see  Lesson  IX,  Grade  VI. 

5.  Precipitant.  Cut  step.  Hips — firm.;  raise  left  leg  sideways — one; 
spring  on  to  left  foot,  swinging  right  leg  sideways — two;  continue  to  16 
counts — go. 

6.  "Rooster  walk,"  see  Grade  VI,  Lesson  X. 

7.  West  Point  breathing — one;  two. 

Lesson  III 

1.  Order.     "Fire-cracker"   (see  Lesson  V,  Grade  V). 

2.  Arm.  Left  (R)  foot  forward — place;  raise  arms  sideways  and  twist 
head  to  left  (R)  with  deep  breathing;  one;  two. 

3.  Leg.  "Single  Squat."  Stand  on  one  foot,  the  other  stretched  out  in 
front;  sit  on  heel — (one)  and  rise  to  position  {two)  without  touching 
ground  with  hands  or  free  foot.    Use  arms  for  balance. 

4.  Trunk.  Hips — firm;  kneeling,  one  (kneel  on  left  knee),  two;  stand 
erect.  See  that  children  "kneel  tall."  Let  toe  catch  weight  before  knee 
touches  floor. 

5.  Precipitant.  Hips — firm;  jump  in  place,  making  quarter-turn  to  right 
(L);   one;  two;  three   (see  Lesson  VI,  Grade  IV). 

6.  "Rooster";  hands  on  shoulders,  elbows  at  sides;  deep  breathing,  rais- 
ing elbows,  one;  two. 


Seventh  Grade 


113 


Lesson   IV 

1.  Order.  Shoulders — p-m;  left  arm  upward,  right  downward — stretch; 
reverse  in  two  counts,  "shoulders  firm"  on  one. 

2.  Head — firin;  on  right  knee,  kneel;  deep  breathing  with  head  bending 
backward,  one;  two.     (Twice  on  right  knee;  twice  on  left.) 

3.  Leg.     "Knee  Dip,"  see  Lesson  IX,  Grade  V. 

4.  Trunk.  Left  foot  forward — place;  arm  flinging  forward  upward  and 
trunk  twisting  to  left,  one;  tioo.  Reverse  position  of  feet  for  twisting  to 
right. 

5.  Abdominal.  Raise  left  knee,  clapping  hands  under  knee — one;  replace 
foot,  tioo.     Continue  to  12  counts.    Keep  trunk  erect. 

6.  Cut  step.  Hips — firm;  left  leg  sideways — raise;  cut  step,  16  counts 
—go. 

(See  Lesson  II,  Grade  VII.) 

7.  Arm  raising  sideways  and  heel  raising  with  deep  breathing — one;  tioo. 


FOKWAED — Lr  NGE 


Lesson  V 

1.  Order.     Pacings  and  march-steps   in  various   directions. 

2.  Arm-leg.     In    two    counts,    arms    upward — stretch;    arm    parting    with 
knee  bending— owe;  two.     (See  Lesson  II,  Grade  VII.) 

3.  "Signaling."     Raise    left    arm    and    right    leg   sideways — one;    replace 
two.     Reverse. 


114  Physical  Education 

4.  Trunk.  Hips — fi7-m;  lunge  forward  (placing  left  foot  3  foot-lengths 
ahead,  left  knee  hent,  backward  knee  straight),  one;  replace,  pushing  with 
forward   foot,   two. 

5.  Precipitant.  Hips — firm;  jump  in  place,  making  half-turn  left  (R)  — 
one;  two;  three. 

6.  Head — firm;  broaden  chest  with  deep  breathing — one;  two. 

Lesson  VI 

1.  Order.  Head  firm  and  left  (R)  foot  forward — place;  knee  bending, 
heels  off  floor — two;  knees  stretch — three;  position — ^our.  Repeat  to  other 
side.     Hold  each  position  until  correctly  done. 

2.  On  left  (R)  knee — kneel;  circle  arms  over  head  and  twist  trunk  to 
left,  one;  two.  Repeat,  then  stand  erect,  and  repeat,  kneeling  on  opposite 
side,  bending  right. 

3.  Arm.  Stretch  arms  sideways,  upward,  backward  and  downward,  8 
counts — go.     ("Shoulders  firm"  on  count  one.) 

4.  Leg.  Chest — firm;  slowly,  knees  deep — hend;  arms  sideways  fling — 
one;  two  (repeat  four  times);  knees — stretch;  position. 

5.  Precipitant.  Hips — firm;  with  a  light  spring  cross  left  foot  in  front 
of  right — one;  reverse  position  of  feet — two;  continue  for  12  counts — go. 

6.  "Rooster,"  see  Lesson  IV,  Grade  VI. 

Lesson  VII 

1.  Order.  Circle  arms  overhead  and  place  left  (R)  foot  forward — one; 
heels  raise — two;  heels  sink — three;  position — four.  Continue  through  16 
counts. 

2.  Arm.  In  two  counts,  left  arm  upward,  right  downward — stretch; 
windmill  fling  to  reverse  position — two.     (See  Lesson  VII,  Grade  VI.) 

3.  Hands  clasped  back  of  body — place;  deep  knee  bending  to  touch  floor — 
one;  two.    Avoid  tipping  body  backward. 

4.  Trunk.  Chest — firm;  lunge  forward  left  (R) — one;  two  (see  Lesson 
V,  Grade  VII). 

5.  Precipitant.     "Sprint,"  see  Lesson  VIII,  Grade  VI. 

6.  Arm  sideways  fling  and  feet  apart. — jump;  deep  breathing  with  hand 
turning  and  heel  raising — one;  tivo. 

Lesson  VIII 

1.  Order.     Quick  change  of  arm  and  foot  positions. 

2.  Arm.  Shoulders — firm;  stretch  right  arm  sideways  and  left  down- 
ward— one;  two;  reverse  the  arm  positions. 

3.  Leg.     "Piston  rod,"  see  Lesson  I,  Grade  IV. 

4.  Trunk.  Feet  apart- — jump;  fling  arms  forward-upward  and  twist  trunk 
to  left  (R) — one;  lower  arms  and  twist  forward,  two.  Repeat  to  opposite 
side. 

5.  Precipitant.  Hips — firm;  double  jump  in  place,  making  two  quarter- 
turns  to  right  or  left;  one,  bend  knees,  heels  off  floor;  two,  jump  facing  to 
right  (L) ;  three,  make  a  second  jump  in  opposite  direction;  joiir,  stand 
erect. 

6.  Hands  on  lower  ribs — place;  deep  breathing —  one;  two. 


Seventh  Grade  115 


Lesson  IX 

1.  Order.  Arm  flinging  forward,  upward  and  quicli  knee  bending — 07ie; 
tioo. 

2.  Head.  Chest  firm  and  feet  apart — jump;  head  bending  backward  with 
deep  breathing — one;  tioo.  (See  that  chin  is  kept  close  in,  and  that  waist 
is  flat.) 

3.  Leg.     "Power  Hammer,"  see  Lesson  VII,  Grade  VI. 

4.  Trunk.  Right  hand  on  hip,  left  on  head — place;  trunk  to  right — hend; 
raise,  repeat,  then  reverse  position  of  hands  for  bending  to  left. 

5.  Precipitant.  Hips — firm;  left  foot  crossed  in  front  of  right — place; 
spring,  reversing  position  of  feet,  16  counts — go. 

6.  Head  firm  and  feet  apart — jump;  deep  breathing,  one;  tioo. 

Lesson  X 

1.  Order.     "Fire-cracker,"  see  Lesson  V,  Grade  V. 

2.  Arm.  Shoulders — firm;  right  arm  sideways,  left  upward — stretch; 
change  in  two  counts — one;  tioo. 

3.  Leg.  Hips — firm;  left  foot  forward — lunge;  to  head  firm — change; 
again,  change;  foot  replace.     Repeat  right  foot  forward. 

4.  Trunk.     "Aeroplane,"  see  Lesson  IX,  Grade  VI. 

5.  Hips — firm;  double  jump  in  place,  making  two  half-turns,  right  and 
left;  one;  two;  three;  four.     See  Lesson  VIII,  Grade  VII. 

6.  West  Point  breathing — one;  two. 

GAMES  AND  CONTESTS 

GEOtiKAPHr  Relay   (Schoolroom) : 

Played  like  "Blackboard  Relay,"  Grade  V,  except  that  players  write  on  the 
board  the  name  of  some  state  of  the  Union,  or  of  some  river  of 
Europe,  or  some  city  of  their  own  state.  The  row  wins  who  first 
finishes  without  errors  in  spelling,  capitals  or  subject-matter.  No 
duplicate  names  allowed  in  a  given  row. 

History  Re:lay: 

As  above,  writing  the  name  of  some  historical  personage  in  a  given 
country  or  period,  as  the  Presidents  of  the  United  States. 

A  Dozen  Ways  of  Getting  There  (Relay  race  for  schoolroom  or  playground) : 
The  first  player  in  the  line  runs  to  touch  the  wall  or  a  goal  line,  and  when 
she  has  returned  to  her  place  the  second  must  advance  in  a  manner 
different  from  her  predecessor;  hopping,  skipping,  tiptoe,  running, 
going  sideways,  backwards,  flying,  galloping — any  method  of  pro- 
cedure not  already  given  in  your  own  row. 

Schoolroom  Basketball:  •  .  - 

Two  or  more  waste  baskets  are  placed  on  the  floor,  and  a  throwing  line 

drawn  fifteen  feet  from  each  basket.     One  team  is  lined  up  behind 

each  throwing  line,   facing  basket.     The  ball  is  given   to  the  rear 

player  in  each  line,  and,  on  the  signal,  is  passed  forward  with  both 


116  Physical  Education 

hands  over  the  heads  of  the  line  until  it  reaches  the  front  player, 
who  throws  for  the  basket,  and,  whether  or  not  a  goal  is  made,  picks 
up  the  ball  and  runs  to  the  back  line  to  start  the  ball  again  forward. 
The  side  making  most  scores  is  the  winner. 

Nose  and  Toe  Tag  (Playground) : 

Players  scattered  about  the  playing  space;  one  is  "it,"  and  tries  to  tag 
another  player,  who  will  then  become  "it"  in  the  first  player's  place. 
Players  save  themselves  from  being  tagged  by  grasping  nose  with 
one  hand  and  toe  with  the  other  hand,  standing  on  one  foot. 

Volley  Ball: 

See  rules  published  by  A.  G.  Spalding  &  Bros.,  45  Rose  Street,  New  York. 

End  Ball  (Use  the  basketball  court) : 

Draw  a  line  across  the  center  and  another  about  four  feet  from  each  end 
line.  Players  in  two  teams  of  equal  numbers,  each  with  a  captain. 
The  captain  of  each  team  chooses  one-third  of  his  players  as  "catch- 
ers," and  places  them  in  the  small  space  next  to  the  end  of  the 
court  and  back  of  the  opposing  "guards."  Two-thirds  of  the  players 
are  "guards"  or  "throwers."  For  example,  beginning  at  the  south 
end  of  the  court  we  will  place  the  catchers  of  team  A;  between  them 
and  the  center  line  will  be  placed  the  throwers  of  team  B;  then 
across  the  center  line  the  throwers  of  team  A;  and  finally  at  the 
north  end  the  catchers  of  team  B.  Scores  are  made  by  having  the 
throwers  or  guards,  as  they  are  called  interchangeably,  throw  the 
ball  over  the  heads  of  the  opposing  guards  so  that  it  can  be  caught 
by  your  own  catchers.  The  umpire  calls  a  score  for  each  successful 
catch  made  in  this  way.  If  the  catchers  get  the  ball,  whether  they 
catch  it  or  not,  they  throw  it  back  to  their  own  guards  so  that 
another  try  can  be  made.  No  score  is  counted  on  the  return,  even 
if  the  guards  catch  it.  As  long  as  a  side  can  throw  accurately 
enough  to  keep  the  ball  from  the  opposing  team  they  can  continue 
these  trials  for  a  score.  Whenever  any  opponent  gets  the  ball  it 
is  handled  by  that  side  in  the  same  manner.  Stepping  over  the  line 
is  a  foul,  and  this  forfeits  the  ball  if  made  by  the  side  having  it, 
or  gives  a  score  if  made  by  the  side  which  has  not  the  ball.  It  is 
also  a  foul  to  advance  with  ball.  Teams  change  sides  after  half  the 
time  has  been  played. 

Soccer  Dodge  Ball   (Playground) : 

Lay  out  a  circle  25  or  30  feet  in  diameter  and  arrange  the  two  teams  as 
in  Dodge  Ball,  one  team  forming  the  circle,  the  other  inside.  One 
player  on  the  outside  of  the  circle  puts  the  ball  in  play  by  kicking 
it  in  on  the  signal.  The  outside  team  keeps  the  ball  in  play  by 
passing  it  with  the  feet  or  head,  or  kicking  it  as  in  soccer,  attempt- 
ing to  eliminate  the  players  on  the  inside  of  the  circle  by  hitting 
them  with  the  ball.  No  player  of  the  outside  circle  is  permitted  to 
touch  the  ball  with  his  hands;  penalty  for  this  is  his  elimination 
from  the  game.     Should  any  player  of  the  inside  team  step  outside 


Seventh  Grade  117 

the  circle  he  is  out  of  the  game.  The  team  eliminating  the  greater 
number  of  players  in  a  given  time  is  the  winner.  Players  on  the 
outer  circle  should  keep  their  places;  players  on  the  inside  team 
scatter  within  the  circle  to  best  avoid  the  ball.  If  the  ball  stops 
within  the  circle,  the  neai'est  player  goes  in  and  dribbles  the  ball 
out. 

Potato  Race  (Playground — Individual  Contest) :  ..  ■ 

Mark  a  starting  line  near  one  side  of  an  open  playing  space;  six  feet  from 
it  make  a  circle  18  inches  in  diameter,  and  at  intervals  of  3  feet  from 
the  circle  and  beyond  it  mark  from  6  to  10  crosses,  depending  on  the 
size  of  the  playing  space.  In  the  circle  place  as  many  bean  bags, 
potatoes,  erasers  or  blocks  of  wood  as  you  have  crosses.  This  is  the 
outfit  for  one  runner;  provide  as  many  as  room  and  time  allow.  The 
players  can  do  this  quickly  by  organizing  the  work.  At  the  signal 
each  player  who  is  to  run  starts  forward  from  the  starting  line,  takes 
a  bag  from  the  circle  and  places  it  on  a  cross,  returns  and  gets  an- 
other and  places  it  likewise,  and  continues  until  all  are  placed;  then 
he  returns  to  the  starting  line.  The  first  to  cross  the  starting  line 
after  doing  this  work  is  winner.  It  is  a  foul  to  fail  to  leave  a  bag 
on  a  cross.  The  next  set  of  runners  can  start  with  the  bags  on  the 
crosses  and  bring  them  one  by  one  to  the  circle. 

This  can  be  made  a  group  contest  by  having  teams  and  counting  the 
the  scores  in  the  different  races.  It  can  also  be  done  in  the  aisles 
of  the  schoolroom. 

Hit  Pin  Baseball  (Contest  game:  especially  suited  to  girls'  teams) : 
Equipment : 

1.      Soccer  ball. 

4.      Indian  clubs    (or  stacks  12  inches  high). 

Baseball  diamond — one  club  is  placed  in  the  center  of  each  base. 

The  distances  between  bases  should  be  45  feet,  the  distance  from 
the  point  of  intersection  of  first  and  third  base  lines  at  home  plate 
to  the  front  edge  of  the  bowler's  box  shall  be  30  feet;  the  box  shall 
be  12  feet  by  4  feet.  The  home  plate  is  a  circle  6  feet  in  diameter. 
Team.  Nine  players,  namely  catcher,  bowler,  first,  second,  third 
basemen,  short  stop,  right,  center  and  left  fielders. 
Object  of  Game.  To  score  runs  for  your  own  team  by  completing 
the  circuit  of  the  bases  without  being  put  out  and  without  stopping 
on  any  base.  The  bowler  in  this  game  takes  the  place  of  the 
pitcher  in  regular  baseball. 
An  Out. 

1.  To  put  a  runner  out  the  ball  must  first  be  fielded  by  the  team 
in  the  field,  passed  to  first,  second,  third  and  home  plates  in  regular 
sequence.  If  in  passing  a  ball  round  the  bases  there  is  an  oppor- 
tunity to  get  the  ball  ahead  of  the  runner  and  any  member  of  the 
team  in  the  field  can  knock  down  the  Indian  club  on  the  base  imme- 
diately preceding  the  runner,  the  runner  shall  be  out.  Three  outs 
make  an  inning. 


118  Physical  Education 

2.  Three  strikes  make  an  out. 

3.  If  after  4  balls  the  kicker  kicks  a  foul  he  is  out. 

4.  If  the  bowler  knocks  down  the  Indian  club  at  home  he  is  out. 
If  the  kicker  knocks  down  Indian  club  at  home  he  is  out. 

5.  If  foul  ball,  above  head,  is  caught  before  touching  the  floor. 

6.  A  caught  fly  ball  is  an  out. 

7.  If  hit  by  a  kicked  ball,  the  kicker  is  out. 

8.  If  in  running  around  the  bases,  he  knocks  down  one  of  the  clubs, 
he  is  out,  or  if  the  kicker  steps  off  home  plate  when  kicking,  this 
is  a  strike. 

9.  If  the  runner  fails  to  get  outside  the  circuit  of  the  bases,  he  is 
out,  and  if  he  fails  to  touch  home  plate,  he  is  out. 

The  Bowler. 

1.  He  shall  not  be  allowed  to  step  out  of  his  box  until  he  has  de- 
livered the  ball.     Penalty  is  a  ball  called  on  the  bowler. 

2.  He  may  roll,  toss,  or  use  the  side  arm  stroke,  but  he  shall  not 
use  any  over  arm  movement,  that  ds  then  called  a  ball.  It  is  con- 
sidered an  over  arm  stroke  if  when  the  ball  is  actually  being  de- 
livered any  part  of  the  arm  is  raised  above  the  shoulder. 

3.  If  the  bowler  bowls  four  balls  then  the  ball  is  placed  on  the 
home  plate  and  the  kicker  is  allowed  to  kick  it  from  there  and  he 
becomes  a  runner  then  provided  he  has  kicked  a  fair  ball,  if  a  foul 
ball,  then  he  is  out. 

The  Basemen. 

1.  Each  baseman  when  passing  the  ball  in  the  circuit  of  the  bases 
must  at  the  time  of  delivering  the  ball  have  one  foot  on  the  base, 
if  not  then  the  runner  scores  a  run  whether  he  had  been  put  out 
at  another  base  or  not. 

2.  The  base  runner  has  the  right  of  way  on  his  way  round  the 
diamond. 

The  Fielders. 

First,  they  must  field  any  ball  in  their  territory  and  then  pass  it 
to  the  first  baseman,  for  the  ball  has  to  be  passed  around  the  bases 
always  starting  at  first  base. 

Ball. 

1.  Any  ball  bowled  that  does  not  cross  home  plate  circles. 

2.  Any  ball  that  crosses  the  circle  above  the  kicker's  knees. 
Strike. 

1.      Any  ball  crossing  the  home  plate  circle  knee  high  of  the  striker. 
2  Strikes  constitute  an  out. 
A  RUN  counts  one  point. 

Soccer  (The  contest  game  par  excellence  for  boys  of  this  age) : 

Rule    book    published    by    American    Sports    Publishing    Co.,    124    Nassau 
Street,  New  York  City. 


Seventh  Gkade  119 

Club  Snatch    (Playground  game;    12-40  players)  : 

Players  in  two  teams,  standing  in  single  file,  facing  each  other  across  a 
playing  space  30  to  50  feet  wide.  In  the  center  of  this  space,  mid- 
way between  the  two  teams,  is  an  Indian  club  or  stick  upon  which 
a  handkerchief  is  laid.  One  player  from  each  team  runs  at  a 
time.  At  the  signal,  the  two  players  run  forward  and  try  to 
snatch  the  handkerchief  and  return  to  their  own  home  lines  without 
being  tagged  by  their  opponent,  who  chases  the  player  who  secures 
the  handerchief.  A  player  may  not  be  tagged  until  he  grasps  the 
handkerchief,  and  he  scores  one  point  for  his  home  team  if  he 
crosses  his  own  base  line,  untagged,  with  the  handkerchief,  or  if 
he  tags  his  opponent  when  the  opponent  has  the  handkerchief.  The 
game  may  be  played  in  two  ways;  by  having  the  captain  designate 
the  player  who  is  to  run,  or  by  having  the  players  numbered,  and 
having  the  leader  call,  other  than  in  regular  rotation,  the  numbers 
of  the  players  who  are  to  run.  Better  concentration  is  secured  in 
the  latter  form;  for  instance,  the  leader  begins  the  game  by  calling 
"Six,"  and  the  players  having  this  number  run  from  their  respec- 
tive lines. 

EHTTHMIC  PLAYS 

Sailok's  Hoenpipe  {Traditional  Old  English): 
Couples  in  line,  facing  forward. 

1.  Arms  folded  high;  8  polka  steps  forward,  high  on  toes;  keep  steps 
small,  8  measures. 

2.  Side  hop  to  right,  hitching  trousers;  repeat  to  left,  right,  left,  4  meas- 
ures; move  backward  with  small  steps  on  heels,  winding  rope,  4  meas- 
ures.    Repeat  all  of  No.  2. 

3.  Slide  to  right,  right  hand  over  eyes,  left  hand  behind  waist;  same  left, 
right,  left,  4  measures;  move  backward  (pulling  up  anchor)  stepping 
back  on  right,  leaning  backward  and  pulling  arms  from  front  to 
chest;  step  on  left,  bending  forward  to  pull  up  anchor;  repeat  4  times 
in  all,  4  measures.     Repeat  all  of  No.  3. 

4.  Polka  to  right,  swing  arms  sideways  to  right;  touch  left  toe  at  left, 
snapping  fingers;  touch  left  heel  at  left,  snapping;  2  measures.  Con- 
tinue 4;  8  measures  in  all. 

5.  Swinging  right  foot  across  in  front  of  left,  and  take  1  polka  step  to 
left  side,  beginning  right  foot,  and  holding  clasped  hands  low  in  front; 
same,  swinging  left  foot  across  in  front  of  right;  continue  through 
S  measures. 


120 


Physical  Education 


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Seventh  Grabe  121 

Virginia  Reel    (Music,   "Money   Musk,"    "Arkansas   Traveler"   or   any   old- 
fashioned  lively  tunes) : 
Pupils  in  two  lines,  several  feet  apart.    If  there  are  more  than  twelve,  have 
two  or  more  sets.     One  end  of  set  is  called  the  head,  the  other  the  foot. 

Head 
12 
12 

12  •   ■ 

12- 
12  •      ■■  ■ 

1  2 

Foot 
Fig.  1.     Head  No.  1  and  foot  No.  2  go  toward  each  other,  how,  and  hack  to 
places,  then  head  No.  2  and  foot  No.  1.     Note:     In  figures  2,  3,  4,  and  5, 
the  head  and  foot  couples  work  diagonally  as  described  in  figure  1. 

Fig.  2.  Head  No.  1  and  foot  No.  2  join  right  hands,  turn  and  return  to 
places.    Opposite  ends  same. 

Fig.  3.     Join  left  hands,  turn  and  return  to  places. 
Fig.  4.     Turn  with  both  hands  joined. 
Fig.  5.     Back  around  each  other,  "do-si-do." 

Fig.  6.  "Cast  off."  Head  couple  join  right  hands  and  turn  half  way 
around,  No.  1  joining  left  hand  with  the  second  No.  2  and  No.  2  with  the 
second  No.  1.  Continue  down  the  set,  head  couple  swinging  with  the  right 
hand  after  each  time  of  swinging  one  in  the  line.  When  foot  of  set  is  reached 
head  couple  join  both  hands  and  skip  sidewise  to  head  of  set. 

Fig.  7.  Countermarch.  Each  line  marches  with  No.  1  and  No.  2  of  head 
couple  leading  outside  of  set  and  down  to  foot,  where  head  couple  form  an 
arch  with  both  hands  and  all  others  pass  under.  This  brings  the  second 
couple  at  head  and  leaves  head  couple  at  foot.  Continue  if  desired  until 
all  couples  have  been  head  couples. 

Old  Dan  Tucker   {North,  Carolina  Folk  Game,  early  18*7i  cenUiry) : 
I.    First  verse. 

In  couples,  double  circle,  promenade  around  circle. 
Chorus. 

Single  circle,  facing  center,  all  hands  joined.     4  steps  to  center;    4 
back  to  place.     Face  partner,  join  hands,  and  swing. 
II.     Second  verse. 

8  slides  (or  running  steps  or  skips)  around  to  left,  single  circle, 
all  hands  joined;   same  to  right.  ■         - 

Chorus. 
III.     Third  verse. 

Face  partner,  single  circle,  right  hand  joined  with  partner;  grand 
right  and  left  around  circle  until  end  of  verse,  then  chorus  with 
partner  faced  at  end  of  verse,  ' 

Chorus. 


122 


Physical  Education 


This  old  folk-game  has  a  variety  of  nonsense  verses,  of  which  the  follow- 
ing are  typical.     The  song  may  or  may  not  be  used  for  the  game. 

1.  "Old  Dan  Tucker  he  got  drunk, 

Fell  in  the  fire  and  kicked  up  a  chunk; 
A  red-hot  coal  got  in  his  shoe; 
Oh  good  gracious  how  the  ashes  flew! 
Chorus. 

Get  out  the  way,  old  Dan  Tucker; 
Get  out  the  way,  old  Dan  Tucker; 
Get  out  the  way,  old  Dan  Tucker; 
You're  too  late  to  get  your  supper. 

2.  Old  Dan  Tucker  was  a  fine  old  man, 
He  went  to  ride  on  a  Derby  ram; 
The  Derby  ram  ran  down  the  hill; 

If  he's  not  come  back,  he's  down  there  still." 
Chorus,  etc. 

OLD  DAN  TUCKER 


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Seventh  Grade  123 

Square  Danoe   {Traditional  American): 
Formation — 4,  5,  6,  8,  etc.,  couples  form  a  square. 

1.  Curtsy.     Side  couples  to  center — bow. 
End  couples  the  same. 

Side  couples  cross  over. 
End  couples  cross  over. 

2.  Balance  all.     Boys  go  to  the  center,  come  to  partner  and  turn  partner. 

3.  Rahbit  over  the  log.     Head  couple  to  left  couple: 

1.  Join  right  hands  in  center  and  go  to  left. 

2.  Join  left  hands  and  go  to  right. 

3.  Turn  your  opposite  partner. 

4.  Turn  your  own  partner. 
5.     Head  couple  on  to  next  couple. 

4.  Balance  all.     Repeat  No.  2. 

5.  Blu.e  Bird  in,  Red  Bird  out. 

1.  Head  couple  goes  to  couple  to  their  left. 

2.  Lady  from  couple  1  is  Blue  Bird  and  the  3  form  a  circle  around 

her. 

3.  Then  Red  Bird  takes  Blue  Bird's  place  and  a  circle  is  formed 
around  her.     Then  on  to  the  next  couple. 

6.  Basket. 

1.  Boys  to  center — form  a  circle. 

2.  Girl  form  a  circle  around  boys. 

3.  Boys'  circle  goes  to  left. 

4.  Girls  to  right — change  directions. 

5.  When  back  to  partner,  boys  raise  arms  and  girls  come  under. 

6.  All  go  around  circle. 

7.  Balance  all. 

8.  Chase  the  black  snake. 

1.  Head  couple  to  couple  2. 

2.  Head  couple  goes  around  girl  of  couple  2. 

3.  Head  couple  swings  out  into  space  in  circle. 

4.  Couple  No.  2  joins  couple  No.  1  in  single  file  and  pass  to  couple 

No.  3  and  repeat. 

9.  Grand  right  and  left. 

1.  Right  hand  to  your  partner. 

2.  Left  hand  to  your  neighbor. 

3.  Meet  your  partner  and  "Railroad."      (That  is,  go  back  in  same 

direction,  repeating  1  and  2  to  your  own  place.) 

10.  Cheat  or  Swing. 

First  couple  out,  lady  in  center,  1st  gentleman  pushes  out  gentle- 
man of  any  couple  and  turns  that  lady,  while  her  partner 
circles  around  center  lady,  who  refuses  or  accepts  to  balance 
with  him. 

11.  Ladies  form  circle  in  center,  gentlemen  outside.     Circles   slide  in  op- 

posite directions  until  "Break  and  Swing." 

12.  Turn  your  partners  and  promenade  off  stage. 


RELIEF  DRILLS  FOR  GRADES  III  TO  VII 


Teachers  are  finding  that  these  open-window  intermissions  add  to  the 
children's  power  of  attention  and  subtract  problems  of  discipline.  The  essen- 
tial factor  in  this  brief  but  important  section  of  our  physical  education  plan 
is  brisk  movement  accompanied  by  mental  relaxation.  A  lively  game  is  ideal 
for  this  purpose,  or  some  of  the  informal  imitative  activities  given  in  the 
daily  program  may  be  repeated  here.  The  following  activities,  elsewhere 
described  in  detail,  will  be  found  suitable  for  this  purpose. 


Grades  III,  IV,  V 
Marching 
Marking  time 
Running  in  place 
Chopping  trees 
Bouncing  Ball 
Crossing  Creek 
Jumping  Fence 
Climbing  Ladder 
Quick    arm    stretchings 
Quick  knee  bendings 
Spring  jump,  feet  apart  and  together 
Hopping,  2  counts  on  each  foot 
Crow  Hop 
Rabbit  Hop 
Fine  Engine 
Automobile  Race 
Ducks  Fly 
Going  to  Jerusalem 
Bird  Catcher 
Hopping  Relay 
Stealing  Steps 
Partner  Tag 
Hoisting  Sail 
Signal  Station 

French  Blind  Man's  Buff  (Grunt  Pig) 
Pretty  Girl  Station 
Follow  the  Leader. 


Grades  VI,  VII 
Marching 
Running 

Running  in  place 
Steamboat 
Piston  Rod 
Fire  Cracker 
Aeroplane 
Jump   in   place 

Spring  jump,  feet  apart  and  together 
Spring  jump,  feet  forward  and  back 
Spring  jump,  feet  crossed 
Simon  Says 
Bending  to  touch  toes 
Wicket  Walk 
Knee  Dip 
Call  Ball 

Quick  arm  stretchings 
Quick  knee  bending 
Knee  upward  bending 
Last   Man 
Partner  Tag 
Going  to  Jerusalem 
Blackboard  relays 
A  Dozen  Ways  of  Getting  There 


ATHLETIC  CONTESTS 

The  average  boy  and  girl  of  the  fifth,  sixth  and  seventh  grades  is  either 
in  the  pre-adolescent  or  the  early  adolescent  stage.  These  are  periods  of 
rapid  bodily  growth,  with  tendency  to  heart  weakness  and  fatigue;  the  heart 
has  not  yet  caught  up  with  the  body-growth,  and  while  the  child's  nature 
demands  activity,  he  is  not  yet  ready  for  sports  that  necessitate  endurance. 
Long  distance  runs  and  over-played  basketball  are  types  of  activities  that 
may  strain  and  permanently  damage  the  heart.  Every  physician  and  physical 
director  can  give  tragic  instances  of  hearts  strained  at  this  age,  never  to 
recover  their  functioning  power.  Sprints,  short  dashes,  relay  races,  games 
of  skill — these  may  safely  be  given  in  the  elementary  schools;  quarter-mile 
races,  football  and  basketball  are  unsafe  and  are  opposed  for  pre-high  school 
children  by  the  great  majority  of  medical  and  educational  authorities. 

The  most  universal  and  most  wholesome  forms  of  outdoor  sports  are  the 
primdtive  activities  of  tramping,  camping,  swimming;  the  Camp  Fire  Girls 
and  the  Boy  Scouts  have  done  a  tremendous  service  to  American  youth  by 
popularizing  "getting  back  to  Nature." 

Stunts  and  Tumbling  have  taken  a  prominent  place  in  the  grammar 
school  and  high  school  athletics  during  the  last  few  years;  mainly,  I  believe, 
because  of  the  natural  type  of  exercise,  getting  away  from  the  rigid  forms 
of  gymnastics.  Great  interest  has  been  shown  by  the  children  wherever 
stunts  have  been  tried.  "Health  by  Stunts,"  written  by  Captain  Brown  and 
Captain  Pearl  of  the  Detroit  Public  Schools  and  published  by  Macmillan 
gives  a  very  thorough  description  of  a  great  number  of  stunts  suitable  for 
school  use.  These  stunts  can  be  used  for  the  most  part  by  both  boys  and 
girls,  and  in  competition,  boys  against  boys  and  girls  against  girls.  These 
stunts  can  also  be  used  as  relays  in  various  ways.  We  give  below  a  few 
typical  stunts: 

^DIVIDUAL  STUNTS 
Back  Somersaxjxt: 

This  is  simply  the  forward  roll  reversed.  Squat  quickly  to  a  sitting  posi- 
tion, and  at  the  same  time  fall  backward,  giving  impetus  to  the  roll  by 
throwing  the  feet  backward  over  the  head  and  rolling  over  on  to  the  feet. 

Tip  Up: 

Squat  down  with  the  hands -flat  on  the  floor,  elbows  inside  of  and  hard 
against  the  knees,  and  arms  tight  against  the  ribs.  Lean  forward  slowly, 
placing  the  weight  of  the  body  on  the  hands  and  elbows,  until  the  feet 
swing  clear  of  the  floor.  Attempt  to  pick  up  a  handkerchief  from  the  floor 
with  the  teeth  and  regain  the  original  position.  This  is  a  good  exercise  to 
lead  up  to  one  form  of  the  head  stand.  Instead  of  attempting  to  pick  up 
anything,  simply  rest  the  head  on  the  floor  six  or  eight  inches  in  advance 
of  the  hands  and  push  the  feet  up  in  the  air.  This  head  stand  comes  easy 
to  some  boys. 


126  Physical  Education 

Cart  Wheel: 

Stand  erect  with  left  hand  at  the  side,  fingers  spread,  palm  down,  and 
right  hand  raised  over  the  head.  Incline  the  body  directly  to  the  left  side, 
throw  the  right  foot  in  the  air,  the  left  hand  striMng  the  ground.  Follow 
immediately  by  the  right  hand  and  then  by  the  right  foot,  the  left  foot 
striking  last.  When  done  correctly  the  body  has  the  appearance  of  a  wheel ; 
the  arms  and  legs  are  the  spokes.  The  more  rigid  the  body  is  kept,  the 
better  is  the  appearance  of  the  stunt;  feet  must  travel  straight  up  in  the 
air  over  the  head. 

Jump  Stick: 

Hold  a  light,  small  stick  in  the  fingers  in  front  of  the  body.  Jump  over 
the  stick  without  letting  go  of  it  or  of  touching  it  with  the  feet.  Jump  back. 
Try  to  go  back  and  forth  rapidly  several  times.  In  learning  this,  limber 
up  the  legs  'before  trying,  and  on  the  jump  raise  the  knees  as  high  up  under 
the  chin  as  possible.  This  exercise  will  develop  a  good  spring.  Practice 
by  bringing  one  knee  up  against  the  chest  hard  several  times  and  stepping 
over  the  stick  and  back.  Jumping  the  stick  is  mostly  a  question  of  pep  and 
doing  the  right  thing  at  the  right  time. 

COMBOATIOIV  STUNTS 
Wheelbarrow  : 

Two  boys  stand  facing  each  other.  Boy  No.  1  puts  his  right  foot  in  the 
right  of  boy  No.  2;  turns  his  back,  and  drops  down  on  his  hands,  at  the 
same  time  putting  his  left  foot  in  the  left  hand  of  boy  No.  2;  then  the 
wheelbarrow  is  ready.  Boy  No.  1  walks  on  his  hands  and  boy  No.  2,  by 
taking  hold  of  his  ankles,  pushes  him  along  as  he  would  a  wheelbarrow. 

Elephant  Walk: 

Two  boys  stand  facing  each  other;  boy  No.  1  grasps  boy  No.  2  by  the  top 
of  the  trousers.  Boy  No.  2  at  the  same)  time  jumps  and  locks  his  legs  high 
up  under  the  arms  of  No.  1,  then  lets  his  arms  and  the  upper  part  of  his 
body  fall  backward,  swinging  back  between  the  legs  of  boy  No.  1.  After 
passing  through  the  legs,  he  grasps  No.  1  by  the  heels  with  both  hands.    No. 

1  falls  forward  on  his  hands  and  walks  on  all  fours  like  an  elephant.  Boy 
No.  2  pushes  up  until  his  arms  are  straight,  his  head  high,  and  his  back 
arched.  When  two  boys  go  along  rapidly  this  way,  it  quite  resemhles  the 
walk  of  an  elephant.  Boy  No.  2  may  assist  in  the  walk  by  lifting  alter- 
nately on  the  ankles  of  boy  No.  1  as  he  steps.  Boy  No.  2  returns  to  the  first 
position  simply  by  swinging  back  through  between  the  legs,  assisted  by  boy 
No.  1,  unlocking  his  feet  as  he  completes  the  swing  and  dropping  to  his  feet. 

Eskimo  Roll: 

Boy  No.  1  lies  on  his  back,  boy  No.  2  standing  over  him  facing  toward 
his  feet,  one  foot  on  each  side  of  No.  I's  head.  Boy  No.  1  grasps  the  ankles 
of  the  boy  standing  over  him  and  brings  his  feet  up  in  the  air  so  that  No. 

2  can  grasp  his  ankles.  Keeping  this  exact  position,  boy  No.  2  dives  forward, 
using  the  feet  of  boy  No.  1  as  a  bumper,  ducks  his  head,  and  rolls  over  on  to 
his  back,  pulling  boy  No.   1   with  him.     This  reverses   the   position   of  the 


Athletic  Contests  127 

two  boys  and  No.  1  dives  over  No.  2.  This  may  be  continued  rapidly  five 
or  six  times  in  one  direction  and  later  it  may  be  tried  backward,  the  boy 
in  the  standing  position  sitting  down  rapidly  and  pulling  the  other  boy  back 
over  his  head  on  his  own  feet  and  so  on.  This  stunt  is  very  often  seen 
in  comic  acts  on  the  vaudeville  stage.  It  can  be  made  to  look  very  spec- 
tacular if  the  dive  is  made  as  high  as  the  full  length  of  the  arms  and  legs 
will  allow.  At  no  time  is  the  grip  originally  taken  on  the  ankles  to  be 
changed. 

A  POSSIBLE  CALENDAR  FOR  ATHLETICS,  GRADES  V,  VI,  Til 

BOYS 

September,  October  and  November  work  on  records  in: 

1.  100  yard  dash.  --■ 

2.  High  Jump. 

3.  Running  Broad  Jump. 

4.  Standing  Broad  Jump. 

5.  Running  Hop  Step  and  Jump. 

6.  Standing  Hop  Step  and  Jump. 

7.  60  yard  Hurdles. 

An  effort  has  been  made  to  use  as  nearly  as  possible  those  events  whicli 
are  given  in  high  school  and  college  track  work.  A  description  of  these 
events  can  be  found  in  "Health  by  Stunts,"  Macmillan  Publishing  Company 

December,  January,  February:   stunts,  indaors  or  outdoors,  and  soccer. 

March,  April  and  May.     Records  and  Baseball. 

GIRLS 

September,  October,  November,     (a)  Records. 

1.  50  yard  dash. 

2.  60  yard  Hurdles. 

3.  Standing  Broad  Jump. 

4.  Three-legged  Race. 

5.  Shuttle  Relay. 

6.  Potato  Race.  ■  ' 

7.  Target  Throw.  '      ,  i   '  ; 

(b)  Hit  Pin  Baseball. 

(c)  Field  Ball. 

December,  January,  February. 

(d)  Game  Tournaments.      (See  page  131.) 
March,  April,  May.     (a)  Records. 

1.  Fifty  Yard  Dash. 

2.  Low  Hurdles. 

3.  Dash  and  Throw. 

4.  Basketball  Distance  Throw. 

5.  Obstacle  Relay. 

(b)      Baseball.  ,,.  ;, 


128  Physical  Education 

BESCRIPTIOJf  OF  PENTATHLON  EVENTS  FOR  BOYS 

BASKETBALL  THROW  (BOYS  OR  GIRLS) 

Preparation.  Construct  a  circle  seven  feet  in  diameter.  Construct  a 
diameter  across  the  circle  at  right  angles  to  the  direction  the  throw  is  to 
be  made. 

•  Rules.  The  complete  act  of  throwing  the  ball  must  be  made  within  the 
circle.  If  any  part  of  the  body  touches  the  ground  outside  the  circle,  it 
constitutes  a  foul.  After  completing  the  throw,  the  contestant  must  walk 
outside  the  rear  half  of  the  circle. 

Suggestions.  Stand  in  the  circle,  with  one  foot  well  forward,  the  weight 
on  the  rear  foot,  and  the  rear  knee  bent.  Let  the  ball  rest  on  the  hand  and 
forearm*.  Straighten  the  rear  knee;  throw  the  body  weight  well  forward, 
and  hurl  the  ball  forward  and  upward  with  all  the  force  possible.  The  rear 
foot  should  leave  the  ground  and  the  weiight  of  the  body  should  be  well 
forward  when  the  throw  is  finished. 

Record.  Place  the  zero  end  of  the  tape  at  the  point  where  the  ball  first 
falls.  Stretch  the  tape  to  the  center  of  the  circle  and  read  the  measurement 
at  the  circumference. 

DASH  AND  THROW  (BOYS  OR  GIRLS) 

Preparation.  Construct  two  parallel  lines  thirty  feet  apart.  Seven  feet 
directly  above  one  of  them,  stretch  a  rope  tightly,  supported  by  suitable 
standards  at  each  end. 

Rules.  When  the  whistle  blows,  run  and  throw  the  ball  over  the  rope, 
catch  it  before  it  touches  the  ground  and  return  to  starting  line.  Make  three 
such  trips.  When  returning  to  the  starting  line  after  the  first  and  second 
trips,  it  is  not  necessary  to  run  across  the  line,  but  the  line  must  be  touched 
with  one  foot.    After  the  third  trip,  when  finishing,  cross  the  line. 

If  the  ball  is  not  caught  when  it  is  first  thrown  over  the  rope,  get  the  ball 
and  repeat  the  throw  until  a  fair  throw  and  catch  is  made.  It  shall  be  con- 
sidered a  fair  throw  and  catch  if  the  ball  goes  over  the  rope,  touches  nothing 
hut  the  rope,  and  is  secured  and  held  before  it  touches  the  ground. 

It  shall  not  be  allowable  for  the  runner  to  touch  a  wall,  the  rope,  or  any 
object  during  the  event. 

Suggestions.  The  throw  over  the  rope  should  be  made  so  that  the  runner 
does  not  have  to  go  far  beyond  to  catch  it.    High  throws  should  be  avoided. 

Practice  should  be  given  in  throwing  the  ball  from  both  directions  to  de- 
termine which  direction  is  best  suited  to  the  contestant. 

Record.  Have  both  a  starter  and  a  timer.  The  record  should  be  taken 
with  a  stop  watch  if  possible.  Otherwise  it  will  probably  not  be  correct. 
The  starter  should  stand  behind  the  starting  line  and  the  timer  shoul'd 
stand  at  one  end  and  look  directly  along  the  finish  line. 

FIFTY-YARD  DASH  (BOYS  OR  GIRLS) 

Preparation.  Carefully  lay  off  a  starting  and  finish  line,  parallel,  and 
fifty  yards  apart. 

Rules.  As  in  all  timed  events,  no  attempt  must  be  made  to  "beat  the  gun" 
or  start  before  the  signal  is  given. 


Athletic  Contests  129 

Suggestions.  The  crouching  start  should  be  practiced.  This  form  is  not 
necessary,  but  if  practiced  diligently,  it  is  a  faster  start  than  standing. 
Contestants  should  learn  to  run  on  their  toes  with  feet  pointing  straight 
ahead,  arms  moving  straight  forward  and  backward  with  elbows  bent  and 
held  fairly  close  to  the  sides. 

The  contestants  should  cross  the  finish  line  at  top  speed  and  should  always 
run  at  least  10  yards  beyond  the  actual  finish  line. 

Record.     See  "Record"  under  Dash  and  Throw. 

LOW  HUEDLES  (BOYS  OR  GIRLS) 

Preparation.  Secure  four  hurdles  two  feet  high  and  not  less  than  three 
feet  long.  If  standard  hurdles  are  not  available,  the  following  method  may 
be  used  satisfactorily:  Drive  two  sticks  into  the  ground,  leaving  them  one 
foot,  eleven  inches  above  ground.  Lay  a  one-inch  piece  across,  and  a  very 
satisfactory  hurdle  will  result.  Lay  off  distance  of  fifteen  yards  from  the 
starting  line  to  the  first  hurdle,  ten  yards  between  the  first  and  second 
hurdle,  ten  yards  between  the  second  and  third  hurdle,  ten  yards  between 
the  third  and  fourth  hurdle,  and  fifteen  yards  between  the  fourth  and  the 
finish  line. 

Rules.  1.  Contestants  must  pass  directly  over  hurdles  with  both  feet. 
One  foot  over  and  one  foot  trailing  beside  the  hurdle  constitutes  a  foul. 

2.     More  than  one  hurdle  knocked  down  constitutes  a  foul. 

Suggestions.  If  contestant  takes  off  from  right  foot,  the  left  foot  should 
be  raised  directly  forward  and  upward,  and  in  landing  the  contestant  should 
come  down  on  the  ball  of  the  left  foot.  Try  to  keep  an  even  stride  through- 
out the  entire  distance. 

Record.  See  "Record"  under  Dash  and  Throw.  A  string  should  be  held 
breast  high  over  the  finish  line.  It  gives  added  accuracy  to  timing  the 
event. 

STANDOG  BROAD  JUMP 

Preparation.     Indoors,  use  mats:   outdoors,  use  well-spaded  landing  pit. 

Rules.  Jumper  must  not  touch  the  ground  in  front  of  the  take-off  board 
or  take  a  preparatory  step  or  jump. 

Suggestions.  In  preparing  to  jump,  stand  on  your  toes  with  arms  above 
head,  bring  the  arms  forward,  downward,  bending  the  knees  and  inclining 
the  body  forward.  Spring  from  both  feet,  jump  high  as  well  as  far,  drawing 
the  knees  well  up.  Swing  the  arms  forward  and  upward  as  you  jump  and 
"sweep"  them  downward  and  backward  to  get  greater  momentum. 

Record.  Measure  from  the  front  edge  of  the  take-off  board  to  the  first 
break  in  the  ground. 

Notice.     An  infringement  of  any   rule   shall  be   considered  a   foul. 

GIRLS'  ATHLETIC  CONTESTS 

Events.  The  events  for  girls  are  as  follows:  . 

1.  Fifty  Yard  Dash. 

2.  Low  Hurdles. 

3.  Dash  and  Throw.  - 

4.  Basket  Ball  Distance  Throw,  ■  '     ' 

5.  Obstacle  Relay. 


130 


Physical  Education 


Regulations.     Contestants  may  enter  one  event  only. 

For  descriptions  of  the  Fifty  Yard  Dash,  Low  Hurdles,  Dash  and  Throw, 
and  Basketball  Throw,  see  "Description  of  Pentathlon  Events."  The  descrip- 
tion of  the  Obstacle  Relay  is  given  below: 

There  will  be  lanes  marked  for  the  Fifty  Yard  Dash,  Low  Hurdles,  and 
Dash  and  Throw. 

(a)  Fifty-yard  Dash  Lanes 4  ft.  wide 

(b)  Low  Hurdle  Lanes 5  ft.  wide 

(c)  Dash  and  Throw  Lanes 5  ft.  wide 

Each  girl  must  run  in  her  own  lane.  A  girl  may  be  disqualified  for  "inter- 
fering" in  any  way  with  any  other  runner.  This  interference  rule  also 
applies  to  the  Obstacle  Relay. 

OBSTACLE  RELAY 

Preparaiion.  1.  Apparatus — 2  hurdles,  2  ft.  6  in.  high;  1  fence,  top  cross 
bar  (upper  edge)  4  ft.  6  in.  from  ground,  lower  cross  bar  (upper  edge)  2  ft. 
6  in.  from  ground. 

DIAGRAM 


12  yds. 


12  yds. 


12  yds. 


12  yds. 


12  yds. 


03  cS 


The  ditch  is  7  feet  across.     The  measurement  of  the  last  12  yards   (from 
the  ditch  to  2d  start)   shall  be  made  from  the  edge  of  the  ditch  nearer  to 
fence.     (This  means  that  the  7-foot  ditch  measure  will  be  taken  out  of  the 
last  12  yards.) 
Rules  : 

Bescription  of  Ohstacle  Relay.  The  Obstacle  Relay  is  a  Shuttle  Relay. 
The  first  girl  runs  the  distance  across  the  field,  clearing  the  objects  in  the 
following  manner:  (1)  Jumping  or  hurdling  over  the  first  hurdle:  (2) 
Passing  under  the  second  hurdle;  (3)  Climbing  over  the  fence,  and  (4) 
Jumping  across  ditch.  She  then  tags  the  hand  of  the  second  runner,  who 
runs  the  race  from  her  end  of  the  field  (clearing  obstacles  in  just  the  reverse 
order).  The  third  runner  when  tagged  repeats  the  performance  of  the  first 
runner.  The  fourth  runner  when  tagged  repeats  the  performance  of  the 
second  runner.     The  race  finishes  at  the  point  where  it  was  started. 

Regulations.     1.     First  runner  must  not  start  before  signal. 

2.  Any  runner  except  first  runner,  must  be  tagged  by  preceding  runner 
and  must  wait  on  the  line  until  tagged. 

3.  Runner  must  clear  hurdles  without  knocking  off  the  cross  piece  (each 
runner  may  make  as  many  attempts  to  clear  each  obstacle  as  she  may  desire, 
and  if  she  is  finally  successful,  the  foul  will  not  be  counted). 

Note.  There  will  be  assistants  appointed  to  replace  the  cross  piece  on  top  of  each  hurdle 
if  it  is  knocked  oflf. 

4.  The  runner  must  climb  over  fence  so  that  both  feet  go  over  the  top  bar. 


Athletic  Contests  131 

5.  There  will  be  white  lines  to  show  the  beginning  and  the  end  of  the 
ditch.  The  jumper  must  clear  the  entire  distance  of  seven  feet  without 
touching  either  line.  (The  runner  may  go  back  and  attempt  to  jump  again 
if  she  fouls,  and  if  she  is  finally  successful,  the  foul  of  course  will  not 
be  counted). 

Fouls.  An  infringement  of  any  of  these  rules  shall  constitute  a  foul. 
Three  fouls  against  a  team  will  disqualify  that  team. 

THE  GAME  TOUENAMENT 

Foreword.  It  is  advised  that  the  school  executives  use  the  Game  Tourna- 
ment as  one  means  of  developing  throughout  the  school  the  highest  stand- 
ards of  sportsmanship. 

With  this  end  in  view,  it  is  requested  that  all  those  concerned  in  the 
conducting  of  any  school  contest,  whether  as  participants  or  officials,  devote 
the  greater  part  of  their  time  and  influence  not  to  the  minute  inspection 
of  apparatus  and  super-critical  judging  of  fouls,  but  to  the  promotion  o^ 
a  spirit  of  generosity  and  good  sportsmanship. 

Tournament.  1.  The  events  and  scoring  of  points  in  the  Game  Tourna- 
ment shall  be  as  follows:  •  , 

Regulations: 

(a)  Zig  Zag  Ball 8  points 

(b)  Post  Ball  10  points 

(c)  Combination   Pass   Ball 12  points 

(d)  Stunt  Speed  Series 15  points 

2.  The  Game  Tournament  shall  be  open  to  any  girl  in  an  elementary 
school  who  fulfills  the  general  eligibility  requirements. 

3.  One  girl  may  enter  all  four  events. 

4.  Officials: 

(a)  There  shall  be  four  Officials,  not  including  the  teacher  in 
charge.  In  each  event  the  Officials  shall  be  assigned  as  fol- 
lows: One  referee,  two  judges  of  fouls,  and  one  timer. 

(b)  The  referee  shall  act  as  starter  and  judge  at  the  finish.     She 
'  shall  decide  which  team  is  the  winner. 

(c)  There  shall  be  one  judge  of  fouls  for  each  team.  These  judges 
shall  consult  teacher  in  charge  as  to  all  possible  fouls  before 
the  event  is  played  off. 

(d)  The  timer  shall  be  responsible  for  recording  the  time  for 
the  event. 

5.  In  any  one  event  three  fouls  disqualify  a  team  in  that  event,  regard- 
less of  the  fact  that  it  may  have  made  faster  time  than  its  opponent.  How- 
ever, in  case  eacli  team  shall  make  three  fouls  or  more,  the  event  shall  be 
played  over. 

6.  In  case  of  an  unforeseen  accident  in  any  game  during  the  contest,  it 
shall  be  the  duty  of  the  special  teacher  in  charge  to  decide  as  to  whether 
or  not  the  event  shall  be  played  over. 


132  Physical  Education 

ZIG  ZAG  BALL 

Rules  : 

1.  Equipment.     One  regulation  basket  ball. 

2.  Marking  of  Floor.  Each  X  mark  on  the  floor  shall  be  six  feet  from 
the  one  in  line  beside  it.  It  shall  be  eight  feet  between  the  two  lines.  See 
diagram. 

8  ft.  

I  X  X 

I  X  X 

+i  X  X 

CO  X  X 

^  X  X 

I  X  X 

3.  Teams.  Each  team  shall  consist  of  12  members.  Two  lines  of  six 
players  each,  shall  face  each  other. 

4.  Ohject  of  Game.  The  object  of  the  game  shall  be  to  make  the  required 
zig  zag  passes  in  faster  time  than  the  opposing  team. 

5.  Passing  the  Ball.  The  first  player,  standing  on  the  starting  line  shall 
throw  the  ball  diagonally  across  to  the  next  player.  The  ball  shall  then 
travel  down  the  line  in  a  zig  zag  direction  until  it  reaches  the  last  player- 
standing  on  a  line  33  feet  away  from  the  starting  line.  When  the  ball 
reaches  the  end  of  the  line,  the  last  player  shall  immediately  return  it  to 
the  one  from  whom  it  was  received,  and  it  shall  go  back  down  the  line  to 
the  starter.  The  entire  performance  shall  be  repeated  twice,  making  three 
trips  down  the  line  and  back.  If  a  player  fails  to  catch  the  ball,  it  'is  allow- 
able for  another  player  to  assist  her  in  recovering  it. 

6.  Start.     The  ball  shall  not  be  started  before  the  signal  is  given. 

Penalty:  The  starter  shall  start  the  event  again,  and  the  foul  shall  be  counted  against 
the  offending  team 

7.  Position  of  Players.  Each  player  shall  stand  on  a  white  mark  (X) 
when  throwing  the  ball  in  turn. 

Penalty:      Any  infringement  of  the  above  rule  shall  count  as  one  foul. 
Note.     It   does   not   constitute   a  foul  to    step  off   the  mark   in   any   direction   in  order  to 
catch  the  ball,  but  care  should  be  taken  to  step  back  on  the  mark  before  throwing. 

8.  Finish.  The  team  first  finishing  the  third  trip  shall  be  the  winner, 
regardless  of  whether  or  not  the  ball  has  been  returned  for  a  fourth  trip. 
The  judge  of  the  finish  shall  be  responsible  for  the  counting  of  trips.  It  is 
advisable  for  her  to  appoint  two  assistants. 

Suggestions.  Use  a  straight  throw  with  both  hands.  Keep  the  ball  at 
chest  height.     Work  for  accuracy  as  well  as  speed. 

POST  BALL 

Rules: 

1.  Equipment.  One  regulation  basket  ball.  One  post  or  jumping  standard, 
30  feet  from  a  line  which  is  a  continuation  of  the  inside  line  of  the  lane. 

2.  Marking  of  Floor.  See  diagram.  The  distance  between  the  inside  lines 
of  the  lane  shall  be  ten  feet.  The  lanes  in  which  the  players  stand  are  ten 
feet  long  and  two  feet  wide. 


Athletic  Contests  133 


POST 

© 
2  ft.  10  ft. 


2  ft. 


L         I  I  L, 

A         I  I  A 

N         I  .1  ■•..-■,..  i  .-   ^  .  ..  .     ...                            I  ^ 

El  -■-  ■  i   ^      ■■    i    ...^■■•;'  :.,-i   '_          :.\.        I  E 


3.  Team.  Eacli  team  shall  consist  of  ten  members,  standing  inside  one 
lane  in  single  line  formation,  facing  the  post. 

4.  Object  of  Game.  The  object  of  the  game  shall  be  to  complete  the  relay 
around  the  post  and  get  all  the  memhers  of  one  team  in  the  opposite  lane 
in  faster  time  than  the  opposing  team. 

5.  Relay  Around  Post.  The  first  player  on  each  team  shall  run  around 
the  post  and  back  to  the  end  of  all  the  opposing  team.  She  shall  then  throw 
the  ball  diagonally  across  to  the  next  player  on  her  own  team,  who  has 
moved  up  to  the  starting  line.  The  second  player  shall  then  repeat  tffe  per- 
formance of  the  first,  as  shall  each  player  in  turn. 

6.  8ta7-t.     The  ball  shall  not  be  started  before  the  signal  is  given. 

Penalty:  The  starter  shall  start  the  event  again  and  one  foul  shall  be  counted  against 
the  offending  team. 

7.  Positions  in  Lanes.  All  players  except  runner  shall  stand  with  both 
feet  within  the  lanes. 

Penalty:      Any  infringement  of  the  above  rule  shall  count  as  one  foul. 

S.  Becoming  a  Runner.  The  first  player  shall  not  become  a  runner  until 
a  starting  signal  is  given.  Any  other  player  on  the  team  shall  not  be  con- 
sidered a  runner  until  the  ball  has  left  the  hands  of  the  teammate  who  is 
throwing  it  to  her. 

9.  Making  Fair  Catch.  It  is  permissible  for  a  runner  to  step  out  of  the 
lane  in  any  direction  in  order  to  catch  a  poor  throw  and  if  the  ball  is  fairly 
caught,  it  is  not  necessary  to  get  inside  the  lane  again. 

10.  Failing  to  Catch  Ball.  If  the  ball  is  not  caught  and  touches  the  floor 
beyond  the  starting  line,  the  player  missing  the  ball  must  get  it,  and  return 
to  the  starting  line  before  running  around  the  post. 

Penalty:     Foul. 

11.  Interfering.  No  player  shall  run  against  or  interfere  with  an  op- 
ponent. 

Penalty:     Foul.    .    ,    .  ._,       ,  .  ...  .      .  -• 

12.  Touching  Post.     No  runner  shall  touch  the  post. 
Penalty:      Foul. 

13.  Reaching  End  of  Lane.  The  runner  must  be  at  the  end  of  the  lane, 
i.e.,  on  or  behind  the  back  line  of  the  lane  before  she  throws  the  ball. 

Penalty  :     Foul. 

14.  Line  Foul.  The  runner  must  not,  when  she  throws  the  ball,  step  over 
a  line  which  shall  be  a  continuation  of  the  inside  line  of  the  lane. 

Penalty:     Foul.  .  .':■■.'        '.    .' 


134  Phtsicai  Education 

15.  Finish.  The  last  runner  must  be  at  the  end  of  the  lane,  not  nec- 
essarily inside  of  it,  and  facing  the  post,  otherwise  she  has  not  finished  the 
race. 

Suggestions.  Do  not  crowd  the  player  who  is  about  to  catch  the  ball. 
Hold  the  ball  under  one  arm  when  running.     Throio  carefully. 

COMBINATION  PASSBALL 

1.  Equipment.     One  regulation  basket  ball. 

2.  Marking  the  Floor.  There  shall  be  a  starting  line  mark.  Ten  feet 
in  front  of  the  starting  line  there  shall  be  a  foul  line  mark.  Forty-five  feet 
in  front  of  the  starting  line  the  finish  line  shall  be  marked.     See  diagram. 

2 

S        c»        <o        9        s        §         The  arrows  in  the  diagram  indicate 

the  way  in  which  the  position  of  the 
players  changes. 
Starting  line 

Foul   line    — 
Finish  line — 


5 

6 

7 

9 

S 

§ 

§ 

S 

9 

9 

s 

9 

3.  Team.  Each  team  shall  consist  of  12  members.  In  position  for  play- 
ing they  shall  stand  in  a  single  line  formation.  The  leader  shall  stand  on 
the  starting  line. 

4.  Object  of  Game.  The  object  of  the  game  shall  be  the  completing  of  all 
the  required  passes  and  turns  in  faster  time  than  the  opposing  team. 

5.  Start.  No  player  shall  step  over  the  starting  line  toward  the  foul 
line  until  the  starting  signal  has  been  given.  The  ball  shall  not  be  started 
before  the  signal  is  given. 

Penalty:  The  starter  shall  start  the  event  again  and  one  foul  shall  be  counted  against 
the  offending  team. 

Note.  The  starter  shall  see  that  the  ball  is  held  below  shoulder  height  until  the  starting 
signal   is    given. 

6.  Passing  of  Ball  and  Turns.  The  order  of  sequence  of  passing  the  ball 
and  turning  shall  be  as  follows: 

(a)  Passing  ball  from  leader  over  head  to  last  player  at  end  of  line. 

(b)  Making  one-half  turn  (180  degrees)  to  face  back  of  gymnasium. 

(c)  Passing  ball  from  end  player  over  head  to  leader. 

(d)  Making  one-quarter  turn  to  face  either  side  of  gymnasium. 

(e)  Passing  ball  from  leader  down  the  side  of  line  to  end  player. 

(f)  Making  one-half  turn  to  face  opposite  side  of  gymnasium. 

The  end  player  must  turn  out;  that  is,  away  from  the  rest  of  the  team. 

(g)  Passing  ball  up  the  side  of  line  to  leader. 

(h)     Making  a  quarter  turn  to  face  front  of  gymnasium. 

(i)  Passing  ball  (from  leader  to  end  player)  alternately  over  head  and 
between  knees  beginning  with  an  overhead  pass. 

(j)  Making  a  half  turn  to  face  back  of  gymnasium  and  kneeling  on  both 
knees  as  in  leap  frog  (executed  by  all  except  end  player). 

(k)  Bringing  of  ball  to  front  of  line  by  end  player,  who  straddles  the  line, 
going  over  all  players  on  floor. 


Athletic  Contests  135 

(1)  Standing  up;  making  one-half  turn  to  face  front  of  gymnasium  (ex- 
ecuted by  all  players  except  player  who  straddles  line),  and  standing  with 
feet,  wide  apart  in  stride  position  (executed  by  all). 

(m)  Rolling  the  ball  down  through  the  lane  made  by  players  stride 
position — from  player  at  front  of  line  to  last  player  at  back  of  line. 

(n)  Carrying  the  ball  across  finish  line  by  playing  at  back  of  line,  who 
runs  with  it  past  her  team  and  across  the  finish  line. 

7.  Touching  hall.     Each  player  must  touch  ball  in  every  pass. 
Penalty:      Any   infringement  of   the    above  rule   shall   be   counted   as   a   foul. 

8.  Over  Foul  Line.  No  player  shall  step  over  the  foul  line  toward  the 
finish  line  at  any  time,  except  the  player  who  straddles  the  line  with  the 
ball.     See  "k"  under  Rule  6. 

Penalty  :     Foul. 

9.  Playing  the  Ball.  No  player  shall  play  the  hall  from  any  position 
except  the  right  one — as  definitely  outlined  in  Rule  6  (a  to  n). 

Penalty  :     Foul. 

Note.  It  shall  constitute  a  foul  if  any  girl  shall  play  the  hall  from  the  wrong  position, 
but  it  shall  not  constitute  a  foul  if  any  girl  makes  a  wrong  turn,  providing  she  is  in  the 
right  position  when  she  plays. 

Suggestions.  Keep  the  line  straight.  Stand  close  to  the  next  player.  Get 
into  position,  for  next  pass  as  soon  as  ball  leaves  your  hands. 

STUNT  SPEED  SERIES  (BOYS'  OR  GIRLS'  CONTEST) 

Rules  : 

Equipment.  Two  sticks,  one  chair,  one  mat,  five  tongue  depressors.  The 
regulation  tongue  depressor  should  be  used  but  it  is  permissible  to  use  any 
kind  of  stick  providing  it  is  straight  and  rigid. 

2.  Marking  Floor  and  Arranging  Apparatus. 

Start  Stick  Chair  Stick  Mat 

I  5  yds. 

(a)  There  shall  be  one  area  for  each  stick.  This  area  shall  be  parallel 
to  the  starting  line  on  the  long  side.  It  shall  be  an  oblong  area  five  feet 
by  one  foot. 

(b)  The  area  for  the  chair  shall  be  a  four-foot  square. 

(c)  The  tongue  depressor  shall  not  be  more  than  one  inch  from  the 
chair  leg,  at  the  point  where  it  projects  beyond  the  chair. 

(d)  It  is  allowable  to  place  the  mat  at  the  edge  of  the  area  wh~ere  the 
second  stick  is  placed,  or  a  distance  may  be  allowed  so  that  the  player 
instead  of  jumping  over  on  to  the  mat  and  immediately  turning  a  somersault 
has  a  run  of  any  distance  desired.  The  area  for  the  stick  shall  not  be 
made  on  the  mat. 

3.  Team.  Each  team  shall  consist  of  five  members,  standing  in  single 
line  formations. 

4.  Object  of  Game.  The  object  of  the  game  is  for  one  team  to  complete 
the  relay  of  stunts  according  to  the  required  sequence  in  faster  time  than 
the  opposing  team. 

5.  Start.     The  race  shall  not  be  started  before  the  signal  is  given. 

Penalty:  The  starter  shall  start  the  event  again,  and  one  foul  shall  be  counted  against 
the  offending  team. 


Stick 

Chair 

Stick 

/ 

5  yds. 

D 

10  yds. 

/ 

136  Physical  Education 

6.  Order  of  Sequence.  The  first  player  shall  run  ahead  five  yards,  go 
through  the  stick  and  replace  the  stick  in  its  area.  She  shall  then  run  to 
the  chair,  do  the  chair  creeper  stunt,  replacei  the  tongue  depressor,  see  that 
the  chair  is  left  in  the  area  and  run  to  the  next  stick  which  she  shall  jump 
through  and  replace  in  the  area.  She  shall  then  turn  a  somersault  and 
run  back  to  tag  the  hand  of  the  next  runner  at  the  starting  line.  Each 
of  the  next  four  players  shall  repeat  the  performance  of  the  first  except 
that  the  last  runner  finishes  by  crossing  the  line. 

7.  Description  of  Stunts.  For  a  description  of  the  method  to  be  used 
in  doing  the  stunts,  see  "Girl's  Stunt  Test"  in  this  pamphlet. 

8.  Failure  to  Do  Stunt.  If  in  doing  any  stunt  a  mistake  is  made  when 
the  stunt  is  partially  completed,  it  shall  be  necessary  to  begin  at  the  be- 
ginning  of  that  stunt  and  repeat  the  stunt  until  it  is  completed  successfully. 

Penalty:      Any  infringement  of  the  above  rule  shall  be  counted   as  a  foul. 
Note.     If  a  player   is  repeating  Through    Stick  or  Jump   Stick  because   of  a   mistake,   it 
shall  not  be  necessary  for  her  to  replace  the   stick  on  the  floor  and  pick  it  up   again. 

In  doing  the  Chair  Creep  Stunt,  if  the  tongue  depressor  falls  off  the 
chair  it  is  permissible  to  pick  it  up  and  put  it  back  in  place  and  continue 
the  stunt  without  getting  up  from  the  chair.  However,  if  a  mistake  is  made 
in  doing  the  stunt,  such  as  touching  the  hand  to  the  floor,  it  is  necessary  to 
get  up  and  repeat  the  stunt,  or  a  foul  will  be  counted  against  the  team. 

9.  Replacing  of  Sticks.  Both  sticks  shall  be  replaced  in  their  areas  so 
that  no  part  of  the  stick  projects  beyond  the  border  line  of  the  area. 

Penalty:     Foul. 

10.  Replacing  of  Chair.  The  chair  shall  be  replaced  in  its  area  so  that 
at  least  three  legs  are  completely  within  or  on  the  border  line  of  the  area. 

Penalty  :     Foul. 

11.  Replacing  Tongue  Depressors.  The  tongue  depressor  shall  be  re- 
placed anywhere  on  the  seat  of  the  chair. 

Penalty:     Foul. 

Note.  Tliere  shall  be  an  assistant  to  place  the  individual  tongue  depressor  for  each 
player.  She  shall  not  lift  the  tongue  depressor  from  the  chair  until  it  has  become  stationary 
on   the   seat. 

12.  Interference.  No  player  shall  run  against  or  interfere  with  an  op- 
ponent. 

Penalty:     Foul. 

13.  Time  for  Replacing  Apparatus.  It  shall  be  allowable  for  a  player  to 
replace  the  apparatus  at  any  time  after  she  has  left  the  starting  line  and 
before  she  tags  the  next  runner  or  crosses  the  finish  line. 

Suggestio7is.  Have  extra  sticks  and  tongue  depressors  ready  in  case  any 
are  lost  or  broken. 

Run  in  a  straight  line  from  one  piece  of  apparatus  to  the  next.  When  ap- 
proaching the  next  runner  to  tag  her  hand,  do  not  "slow  up."  If  you  make 
a  mistake  do  not  give  up  hope;  try  to  correct  the  mistake  and  make  up  for 
lost  time. 

BAT  BALL 

Number  of  players:  An  official  team  consists  of  ten  players.  Any  num- 
ber may  play. 

Apparatus:     One  basketball;  one  post,  5  to  8  feet  high. 


Athletic  Contests  137 


Position  of  players  on  field: 

X  X 

P  (post) 
X  X 

X 
X                                                  X 
X 
X                                          X 
No.  Line — 


Base- 

1 

—Line 

2,   3, 

4, 

5, 

6, 

7, 

8, 

9,   10 

Object  of  game.  To  bat  the  ball  with  the  open  palm  across  the  No.  line, 
run  down  the  field,  circle  the  post  at  farther  end  and  get  back  over  the  No. 
line  without  being  hit  with  the  ball.  This  constitutes  a  "run"  and  scores 
one  point  for  the  team  making  the  run. 

To  Start  the  Game.  The  captain  toes  the  base-line,  bats  the  ball  across 
the  No.  line,  runs  around  the  post  at  farther  end  of  the  field  and  back  across 
the  No.  line.  He  then  takes  his  place  at  the  head  of  his  team.  The  players 
bat  in  rotation;  each  player  moving  up  to  the  base-line  as  soon  as  the  one 
ahead  of  him  starts  to  run.  After  the  last  player  on  the  team  has  played, 
sides  are  changed;  the  team  at  the  bat  going  into  the  field;  that  in  the  field 
coming  to  bat.  An  inning  is  finished  when  each  player  has  served  in  turn. 
A  game  consists  of  three  innings. 

"Outs."    A  player  is  out: 

1.  If  hit  by  the  ball  while  running. 

2.  If  he  does  not  bat  the  ball  across  the  No.  line. 

3.  If  the  ball  is  caught  "on  the  fly"  by  a  player  in  the  field. 
"Fouls." 

1.  Running  with  the  ball. 

2.  Holding  ball  longer  than  three  seconds. 

3.  Batting  ball  with  fist,  or  anything  but  the  open  palm. 
Fouls  count  one  point  against  the  side  making  foul. 
"Suggestions." 

1.  Players  must  be  prompt  at  the  base-line  when  it  is  their  turn  to  bat. 

2.  Run  immediately  after  batting  the  ball.  If  you  are  out  you  will  be 
called  back. 

3.  Do  not  always  follow  the  same  course  in  running.  "Keep  your  oppo- 
nents guessing." 

4.  Hit  the  ball  In  one  direction  and  run  in  another. 

5.  The  ball  must  not  be  held  by  players  in  the  field.  It  should  be  passed 
from  one  to  another  on  the  team  until  there  is  good  opportunity  to  hit  the 
runner.     Work  up  "team  play." 

6.  Do  not  throw  the  ball  aimlessly.    Always  throw  to  some  one. 


138  Physical  Education 


TOLLET  BALL 

Rule  book  published  by  A.  G.  Spalding  &  Bros.,  45  Rose  St.,  New  York. 

Number  of  Players:     7  to  14  on  a  team,  depending  on  space. 

Apparatus:  Net  2  feet  wide,  stretched  from  side  to  side,  7  feet  from  ground 
(if  net  is  not  available,  use  rope),  volley  ball. 

Court:  50  feet  long,  25  feet  wide  (If  space  is  not  large  enough  use  largest 
court  available.) 

Game:  The  game  consists  in  keeping  the  ball  in  motion  back  and  forth 
across  a  high  net  by  striking  it  with  the  open  palm.  The  ball  must  not  be 
allowed  to  touch  the  floor  or  go  outside  the  court. 

Start:     By  serving. 

1.  Rules  for  Serving.     1.     Server  stands  with  one  foot  on  rear  boundary 

of  court  and  the  other  behind  it. 

2.  The  ball  is  tossed   up  with  one  hand  and  batted  with  the  open 

palm  of  the  other. 

3.  Two  trials  are  allowed  to  send  the  ball  into  the  opponent's  court. 

4.  Any  two  players  on  the   server's  team  may  assist  the  ball   over 

the  net  neither  player  striking  the  ball  more  than  twice  in 
succession. 

2.  A  Server  is  out:     1.     When  an  assisted  ball  fails  to  land  in  the  oppo- 

nent's court,  even  if  it  is  the  server's  first  trial. 

2.  When  he  fails  to  place  the  ball  in  the  opponent's  court  after  two 

trials. 

3.  When  his  side  knocks  the  ball  out  of  bounds,  or  under  the  net. 

4.  When  his  side  allows  the  ball  to  touch  the  ground. 

5.  When  his  side  fails  to  return  ball  to  opponents. 

6.  When  a  served  ball  hits  a  player  on  the  server's  side  and  does 

not  bounce  into  the  opponent's  court. 

7.  When  served  ball  falls  outside  opponent's  court. 

8.  If  ball  hits  or  goes  under  the  net  during  service,  it  is  a  dead  ball 

and  loses  the  server  one  trial.  Players  on  a  side  may  serve  in 
rotation,  or  one  person  may  be  chosen  as  server. 

3.  Fouls:     1.    A  player  batting  the  ball  more  than  twice  in  succession. 

2.  A  player  touching  the  net:    (a)     If  the  player  is  on  the  serving 

side,  his  side  loses  the  ball  and  the  opponents  serve,  but  do  not 
score.  (&)  If  the  player  is  on  the  receiving  side,  the  serving 
side  scores  one  point,  (c)  If  the  net  is  touched  simultaneously 
by  players  of  both  sides,  the  ball  is  out  of  play  and  the  serving 
side  serves  again. 

3.  Dribbling   (i.e.,  keeping  the  ball  in  the  air  by  one  player  hitting 

it  quickly  and  repeatedly). 

4.  Sending  the  ball  under  the  net. 

5.  Sending  the  ball  out  of  the  court. 

6.  Catching  the  ball  and  holding  it  even  for  an  instant. 

4.  Score:     Except  for  fouls,  a  side   scores  only  when   serving.     Failure 

to  return  the  ball  merely  puts  the  serving  side  out  (i.e.  "changes 
the  serve"). 


Athletic  Contests  139 

1.  A  good  serve  unreturned  scores  one  point  for  the  serving  side. 

2.  A  point  is  also   scored   by  the   serving  side   if   opponents   fail   to 

return  a  ball  that  is  in  play. 

3.  A  ball  sent  out  of  bounds  by  the  receiving  side   in  returning  a 

service  scores  one  point  for  the  serving  side. 

4.  A  foul  made  by  either  side  counts  one  point  for  opponents. 
5.     Time:     Two  halves  of  10  minutes.     Rest  of  3  minutes. 

JfEWCOMB 

Rule  book  purchasable  from  A.  G.  Spalding  &  Bros.,  45  Rose  St.,  New- 
York  City. 

Field,.  Rectangular  field  40x92  feet,  regulation  size.  Any  smaller  avail- 
able space  may  be  used.  Field  divided  by  rope  or  net  stretched  across  center 
(like  tennis  net)  6  to  8  feet  from  ground;  depending  on  the  age  of  the 
players. 

Equipment.    Volley  ball  or  basketball.     Rope  or  net. 

Organization.  Appoint  an  umpire,  a  scorer,  time  keeper,  and  two  captains. 
Game  divided  into  two  halves,  lasting  from  8  to  10  minutes  each,  according 
to  the  age  of  the  players.  Equal  sides,  preferably  15  on  a  side.  Captains 
station  teams  in  courts,  covering  all  space  possible,  smaller  ones  nearer  the. 
net  or  rope  and  the  taller  ones,  and  those  who  can  throw  farthest,  in  back. 

Object  of  game.  To  throw  ball  so  as  to  make  it  touch  clear  space  in  op- 
ponent's territory;  to  make  opponent  drop  or  send  the  ball  into  neutral  ter- 
ritory or  "out  of  bounds."  (N.  B.  A  ball  is  "out  of  bounds"  when  it  lands 
entirely  outside  the  boundary  lines.)  If  the  throwing  side  sends  a  ball  over 
the  net  fairly  and  the  ball  lands  on  the  opponent's  boundary  line  it  is  con- 
sidered "in"  (as  in  tennis). 

M.ethod  of  Play.  To  decide  which  side  shall  start  the  ball,  it  is  tossed  up 
between  the  two  captains,  standing  in  neutral  territory,  and  goes  to  the  side 
whose  captain  first  touches  the  ball  in  the  "touch  off."  Ball  is  thrown  with 
one  hand  and  may  be  caught  with  two  hands.  In  throwing,  player  is  allowed 
to  take  only  one  step  with  ball.  Sides  alternate  throwing  the  ball.  Swift 
balls  hardest  to  catch.     Sides  change  courts  after  first  half. 

Score.  Balls  sent  by  the  throw^ing  side  which  are  not  caught  and  which 
land  in  the  opponent's  territory  score  one  for  the  throwing  side. 

Balls  sent  by  the  throwing  side  and  dropped  by  any  one  on  the  receiving 
side  score  one  for  the  throwing  side. 

Balls  fumbled  by  receiving  side  which  fall  in  neutral  territory  or  "out  of 
bounds"  score  one  for  the  throwing  side. 

Balls  sent  over  the  net  fairly  by  the  throwing  side  and  landing  in  neutral 
territory  or  "out  of  bounds"  score  one  for  the  receiving  side.  (N.  B.  Play- 
ers going  after  the  ball  which  has  been  sent  "out  of  bounds"  should  throw 
the  ball  in  to  save  time.) 

Fouls  score  one  point  for  the  opposing  side,  as  follows: 

Balls  sent  under  the  net  by  the  throwing  side  score  one  point  for  the  re- 
ceiving side. 

Balls  sent  by  the  throwing  side  which  hit  the  net  score  one  for  the  re- 
ceiving side. 


140 


Physical  Education 


Taking  more  than  one  step  with  the  ball  when  throwing  scores  one  for 
the  opposing  side. 

Stepping  into  neutral  territory  when  throwing  or  receiving  the  ball  scores 
one  for  the  opposing  side.  (This  does  not  refer  to  recovering  the  ball  after 
it  has  been  dropped.) 

Holding  the  ball  more  than  three  seconds  when  it  should  be  delivered 
scores  one  for  the  opposing  side. 

ATHLETIC  BADGE  TEST  FOR  BOYS 

1.  Athletic  Badge  Tests.  The  Playground  and  Recreation  Association  of 
America,  315  Fourth  Avenue,  New  York,  has  adopted  certain  standards  which 
every  boy  ought  to  attain.  These  tests  may  be  given  by  any  responsible 
school  authority,  and  boys  successfully  passing  them  may  wear  the  standard 
bronze  button  which  may  be  secured  from  the  Association.  The  tests  consist 
of  chinning,  standing  broad  jump,  60-yard  dash,  and  the  running  high  jump. 


"On  Your  Mark" 


The  athletic  badge  test  is  competition,  not  against  individual  rivals,  but 
against  standards.     It  is  a  test  of  development  and  physical  efficiency. 

Any  list  of  individual  athletic  events  might  be  selected  and  standardized 
as  a  development  test,  but  the  athletic  badge  test  represents  a  very  simple 
list  of  important  events  selected  and  standardized  by  experts  of  the  Play- 
ground and  Recreation  Association  of  America. 


Athletic  Contests  141 


FiEST  Test 

1.  Pull-Up    (chinning)  4  times 

or  Rope  Climb    (using  both  hands  ■         '         ' 

and  legs)  12  feet 

2.  Standing  Broad   Jump  5  feet  9  inches 

3.  60-yard  Dash  ^  9   seconds 
or  50-yard   Dash  8  seconds 

4.  Baseball  Throw  (accuracy)  3  strikes  out  of  6  throws  at  40  ft. 

or  Baseball  Throw    (distance)         130  fet 

Second  Test       '       •  ■ 

1.  Pull-Up    (chinning)  6  times 
or  Rope   Climb    (using  both  hands 

and  legs)  16  feet 

2.  Standing  Broad  Jump  '                  6  feet  6  inches 
or  Running  Broad  Jump  12  feet 

3.  60-yard  Dash  8  seconds 
or  100-yard  Dash.  13  2-5  seconds 

4.  Baseball  Throw  (accuracy)  3  strikes  out  of  5  throws  at  45  ft. 
or  Baseball  Throw  (distance)  195  feet 

Thied  Test 

1.  Pull-Up  (chinning)  9  times 
or  Rope  Climb   (using  hands  only)   16  feet 

2.  Running  High  Jump  4  feet  4  inches 
or  Running  Broad  Jump  14  feet 

3.  220-yard   Run  .               28  seconds 
or  100-yard  Dash  12  3-5  seconds 

4.  Baseball  Throw  (distance)  220  feet 

or  Baseball  Throw  (accuracy)  3  strikes  out  at  5  throws  of  50  ft. 

or  8  lb.  Shot  Put  28  feet 

It  has  been  found  that  boys  of  12  years  of  age  should  be  able  to  qualify 
for  the  badge  under  the  first  test,  elementary  school  boys  of  13  years  and  over 
for  the  second  test,  and  high  school  boys  for  the  third  test.  It  does  not  seem 
however,  that  the  different  standards  should  be  limited  to  these  age  groups. 
Accordingly  no  age  or  even  weight  limit  is  fixed.  Any  boy  may  enter  any 
test  at  any  time. 

It  is  generally  agreed  "that  climbing,  jumping,  running  and  throwing 
should  be  considered  the  four  fundamental  activities  to  be  included  in  any 
physical  efficiency  test,"  and  accordingly  each  of  the  three  tests  makes  use  of 
four  events.  Certain  options  are  allowed  to  make  the  tests  adaptable  to 
varied  local  conditions,  and  to  allow  choice  of  those  activities  most  interest- 
ing to  the  boys  of  any  locality.  To  pass  a  test  a  boy  must  qualify  in  four 
events,  one  from  each  of  the  four  classes,  climbing,  jumping,  running  and 
throwing. 


142  Physical  Education 


Rules 

No  boy  is  permitted  to  receive  more  than  one  badge  in  any  one  year. 

It  is  necessary  to  qualify  at  one  time  in  the  four  events  in  any  one  test 
to  win  a  badge.  If  a  boy  fails  in  the  tests  one  day  he  should  be  permitled 
to  practice  until  he  can  pass  the  tests. 

Any  responsible  adult  may  give  the  tests. 

Even  though  a  boy  has  not  received  a  first  test  badge  he  may  qualify  for 
a  badge  of  a  higher  order. 

In  order  to  prevent  the  badges  from  falling  into  the  hands  of  boys  who 
have  not  passed  the  tests  and  are  therefore  not  entitled  to  have  the  badges, 
the  Badge  Test  Committee  has  found  it  wise  to  allow  no  sample  badges  to 
be  sent  out.  It  is  suggested,  in  instances  where  it  seems  desirable  to  have 
badges  at  once  for  the  purpose  of  arousing  interest  in  the  badge  test,  that  a 
few  of  the  boys  be  given  the  tests  immediately. 

All  tests  must  be  made  without  the  aid  of  spiked  or  cleated  shoes  of  any 
sort;  tennis  or  gymnasium  shoes  are  allowed. 

There  shall  be  one  trial  only  in  the  chinning,  the  rope  climb  and  the 
running  events.  Three  trials  are  allowed  in  the  jumps  and  the  throws  except 
the  baseball  for  accuracy. 

Schools  selecting  the  "Athletic  Badge  Test"  for  adoption  should  send 
for  the  pamphlet  explaining  how  the  badges  and  certificates  may  be  secured. 
Playground  and  Recreation  Association  of  America,  315  Fourth  Avenue, 
New  York.    Price  five  cents. 

ATHLETIC  BADGE  TEST  FOR  GIKLS 

The  Playground  and  Recreation  Association  of  America  has  adopted  the 
following  as  standards  which  every  normal  girl  ought  to  be  able  to  attain: 


First  Test 

1. 

Balancing   (1  deep  knee  bend) 

24  ft.:  2  trials 

2. 

Either: 

Potato  Race, 

22  seconds 

or  All-up  Indian  Club  Race, 

30  seconds 

or  50-Yard  Dash 

8  seconds 

3. 

Either: 

Basketball  Throw  (distance) 

35  feet 

or  12  in.  Indoor  Baseball  Throw 

2  strikes  out  of  5  throws  at 

(accuracy) 

25  feet 

4. 

Either: 

Volley  Ball  Serve, 

2  in  5 

or  Tennis  Serve, 

3  in  6 

or  Basketball  Goal  Throw  (10  foot  line)  2  in  5 

12  in.  Indoor  Baseball  Throw  and  Catch       3  errors  allowed 

Second  Test 

1.  Balancing  (book  on  head,  1  deep  knee 

i        bend)  24  ft:  2  trials 

2.  Either: 

Potato  Race,  20  seconds 


Athletic  Contests 


143 


or  All-up  Indian  Club  Race, 

or  Run  and  Catch, 

or  50-Yard  Dash 

Either: 

Basketball  Throw   (distance), 

or  12  in.  Indoor  Baseball  Throw 

(accuracy) 

Either: 

Volley  Ball  Serve, 

or  Tennis  Serve, 

or  Basketball  Goal  Throw   (12  foot  line) 

12  in.  Indoor  Baseball  Throw  and  Catch 


28  seconds 
19  seconds 
7  3-5  seconds 

45  feet 
3  strikes  out  of 
30   ft. 


6  throws  at 


in  6 
in  5 
in  6 
errors  allowed 


24  ft.  2  trials 

18  seconds 
17  seconds 
7  1-5  seconds 

55  feet 
3  strikes  out  of  5  throws  at 
36  ft. 


in  5 
in  4 
in  5 


1  error  allowed 


Third  Test 

1.  Balancing  (book  on  head,  3  deep  knee 
bend) 

2.  Either: 
Potato  Race, 
or  Run  and  Catch, 
or  50-Yard  Dash 

3.  Either: 
Basketball  Throw    (distance), 
or  12  in.  Indoor  Baseball  Throw 
(accuracy) 

4.  Either: 
"Volley  Ball  Serve, 
or  Tennis  Serve, 

or  Basketball  Goal  Throw   (15  foot  line), 
or  12  in.  Indoor  Baseball  Throw  and 
Catch 

KTJLES  FOR  TESTS 

There  are  no  height,  weight  or  age  limits  in  the  Athletic  Badge  Tests 
for  Girls,  but  an  attempt  has  been  made  to  provide  tests  of  progressive 
difiBculty.  Certain  options  have  been  provided  to  make  the  tests  adaptable 
to  local  conditions  and  to  allow  a  choice  of  those  activities  most  interesting 
to  the  girls  in  any  locality.  To  win  a  badge  in  any  test  a  girl  must  qualify 
in  one  event  in  each  of  the  four  groups  in  that  test. 

The  following  general  rules  shall  govern  the  final  tests:  Unless  otherwise 
stated  in  these  rules  there  shall  be  but  one  trial  in  each  event.  If  a  girl 
fails  in  the  tests  one  day  she  should  be  permitted  to  practice  until  she  can 
pass  the  tests. 

It  is  necessary  to  qualify  at  one  time  in  all  four  events  in  any  test  in  order 
to  win  a  badge. 

A  girl  may  not  earn  more  than  one  badge  in  each  of  the  three  tests,  nor 
having  received  a  badge  may  she  compete  for  a  badge  of  a  higher  class 
until  six  months  have  elapsed. 

Even  though  a  girl  has  not  received  a  badge  in  a  lower  grade,  she  may 
qualify  for  one  of  a  higher  order. 


144  Physical  Education 

In  order  to  prevent  the  badges  from  falling  into  the  hands  of  girls  who 
have  not  passed  the  tests,  and  are  therefore  not  entitled  to  have  the  badges, 
the  Badge  Test  Committee  has  found  it  wise  to  allow  no  sample  badges 
to  be  sent  out.  It  is  suggested,  in  instances  where  it  seems  desirable  to  Eave 
badges  at  once  for  the  purpose  of  arousing  interest  in  the  badge  tests,  that 
a  few  of  the  girls  be  given  the  test  immediately.  Certification  blanks  will 
be  sent  from  the  office  of  the  Playground  and  Recreation  Association  of 
America,  315  Fourth  Avenue,  New  York  City,  upon  request  and  prompt  at- 
tention will  be  given  to  orders  for  badges. 

DIRECTIOIVS  FOR  EVENTS 

All  Up  Indian  Club  Race.  Draw  two  tangent  circles,  each  three  feet 
in  diameter.  In  one  of  the  circles  place  three  Indian  clubs.  At  a  point 
thirty  feet  from  a  line  passed  through  the  center  of  the  circles,  and  a  parallel 
to  it,  draw  a  line  to  be  used  as  a  starting  line. 

On  the  signal  the  girl  runs  from  the  starting  line,  transfers  the  three 
clubs,  one  after  the  other,  to  the  vacant  circle  so  that  they  remain  standing 
and  runs  back  to  the  starting  line.  The  girl  makes  three  such  trips  finishing 
at  the  starting  line.  The  girl  is  permitted  to  use  but  one  hand  in  transferring 
the  clubs.  The  surface  within  the  circle  should  be  smooth  and  level.  A  wide 
board  may  be  used  when  the  test  is  made  out  of  doors. 

To  qualify  in  this  event  for  a  first  test  badge  a  girl  must  make  the  three 
trips  to  the  circles  in  thirty  seconds. 

To  qualify  in  this  event  for  a  second  test  badge  a  girl  must  make  the 
three  trips  to  the  circle  in  twenty-eight  seconds. 

Potato  Race.  Secure  two  wooden  cubes  measuring  2%  inches.  (Pota- 
toes of  uniform  size  or  bean  bags  may  be  used).  Mark  upon  the  floor  or 
ground  five  yards  in  front  of  the  starting  line  a  square  measuring  12  inches 
in  outside  dimensions.  Five  yards  further  on  mark  a  circle  6  inches  in 
diameter,  and  five  yards  beyond  this  a  second  6-inch  circle.  Distances 
should  be  measured  to  center  of  square  and  circles.  Place  a  block  in  each 
of  the  6-inch  circles.  At  the  word  of  command,  the  contestant  runs  from 
the  starting  line,  picks  up  the  nearest  block  and  places  it  in  the  square, 
runs  and  secures  the  farther  block,  touches  square  with  it  and  replaces 
it  in  the  farther  circle,  then  goes  back,  picks  up  the  other  block,  places  it  in 
the  nearest  circle  and  returns  to  the  starting  line.  Total  distance  is  70 
yards.  Blocks  may  not  be  dropped  or  thrown  but  must  be  placed  in  every 
case.  One  try  only  is  allowed,  but  the  event  must  be  run  over  if  either  of 
the  blocks  is  placed  outside  of  the  circle  or  square.  It  is  permissible  to 
have  the  block  on  the  line  if  it  is  more  in  than  out. 

Basketball  Goal  Throio.  The  regular  basketball  goal  may  be  used  or 
a  ring  eighteen  inches  in  diameter  (inside).  It  should  be  placed,  ten  feet 
above  the  ground  and  the  inside  rim  should  extend  six  inches  from  the 
surface  to  which  it  is  attached.  From  a  point  directly  under  the  center 
of  the  goal,  semicircles  should  be  drawn  with  radii  of  ten,  twelve  and  fif- 
teen feet,  for  throwing  lines. 

The  girl  may  stand  at  any  point  outside  of,  but  touching  the  throwing 
line  for  her  event.    The  basketball  used  shall  be  of  standard  size  and  weight. 

The  goal  may  be  made  either  by  a  clear  throw  or  by  bouncing  against  the 
backboard. 


Athletic  Contests  145 

Five  or  six  throws,  as  the  case  may  be,  shall  count  as  one  trial. 

Balancing  Test.  A  standard  balancing  beam  twelve  feet  long  and  two 
inches  wide  may  be  used,  or  a  two  by  four-inch  plank  set  on  the  two-inch 
side.    The  length  shall  be  twelve  feet. 

There  is  no  time  limit  in  this  event  but  there  should  be  an  endeavor  to 
meet  the  requirements  promptly,  without  haste  and  with  perfect  poise.  Two 
trials  are  allowed  in  the  balancing  events. 

In  the  first  test  the  girl  starts  from  the  center  of  the  beam,  walks  a 
half  turn,  and  balancing  with  toes  on  beam,  holding  head  up  and  body  erect, 
makes  deep  knee  bend,  coming  to  full  squat  on  heels.  Rising  she  completes 
turn,  walks  forward  to  end  of  beam,  makes  full  turn  and  walks  to  center  of 
beam,  the  starting  point. 

The  second  test  is  the  same  as  the  first  except  that  the  girl  must  through- 
out the  test  have  a  book  balanced  upon  her  head.  For  the  sake  of  uniformity 
this  book  should  be  a  12mo  (5"x7")  book  with  stiff  board  covers  weighing 
from  three-quarters  of  a  pound  to  one  pound.  The  person  giving  the  test 
should  see  that  the  girl's  hair  is  not  arranged  in  such  a  manner  as  to  assist 
in  supporting  the  book  or  making  the  balance  easier. 

The  third  test  is  the  same  as  the  second  except  that  the  girl  must  keep 
her  hands  on  her  hips  throughout  the  test  and  must  make  three  deep  knee 
bends  in  succession  in  place  of  one. 

Running  and  Catching.  At  a  distance  of  thirty  feet  from  the  starting  line 
and  parallel  to  it,  stretch  a  cord  ten  feet  from  the  ground. 

On  the  signal  the  girl  runs  from  the  starting  line,  tosses  a  basketball  or 
a  volley  ball  over  the  cord,  catches  it,  and  runs  back  to  the  starting  line. 
Three  such  trips  are  made,  finishing  at  the  starting  line.  In  case  of  failure 
to  catch  the  ball,  it  must  be  secured,  tossed  over  the  cord  (either  direction) 
and  caught  before  continuing  the  run. 

The  starting  line  and  the  cord  should  both  be  well  away  from  any  wall, 
backstop,  or  other  object,  so  that  neither  the  contestant  nor  the  ball  shall 
touch  any  obstruction  during  the  run. 

BasketMll  Throw  for  Distance.  The  primary  consideration  here  is  dis- 
tance, although  the  ball  should  be  kept  within  a  fairly  well  defined  area, 
possibly  the  width  of  a  road  or  track.  Any  number  of  steps  shall  be  allowed 
but  the  thrower  must  not  step  over  tht,  line  in  making  the  throw  as  this 
counts  as  one  trial.  Measuring  may  be  simplified  by  placing  markers  at  the 
specified  distances. 

The  "oflBclal"  basketball  should  be  used.  Any  style  of  throw  is  allowed, 
side  arm  or  overhand,  one  or  two  hand. 

Volley  Ball  Serve.  A  volley  ball  net  or  piece  of  cord  shall  be  stretched 
at  a  height  of  eight  feet  across  the  center  of  the  playing  space.  Twenty- 
four  feet  distant  a  line  shall  be  drawn  on  the  floor  or  ground  parallel  to 
the  net.  The  contestant  with  volley  ball  in  hand  shall  stand  facing  the  net 
and  toeing  the  line  with  either  foot.  She  tosses  the  ball  with  one  hand  as  in 
tennis  and  strikes  it  with  the  other  hand  over  the  net  so  that  it  will  fall 
within  a  square  ten  by  ten  feet.  This  square  shall  be  marked  on  the  floor 
or  ground  ten  feet  from  the  net  and  at  right  angles  to  it.  If  the  contestant 
steps  forward  over  the  line  before  the  ball  strikes  the  ground,  no  score  is 
allowed,  but  it  counts  as  one  serve. 

10 


146  Physical  Education 

Five  or  six  serves,  as  the  case  may  be,  shall  count  as  one  trial.  The 
serve  may  be  made  either  underhand  or  overhand. 

Tennis  Serve.  Upon  a  wall  mark  a  space  l^Vz  feet  long  and  30  inches  wide, 
the  lower  line  of  the  rectangle  being  36  inches  from  the  floor  or  ground. 
A  line  is  drawn  on  the  floor  or  ground  38  feet  from  the  wall  and  parallel 
to  it.  Upon  this  line  is  marked  a  13%  foot  space  directly  opposite  the 
13%  foot  space  on  the  wall.  In  making  the  serve  the  girl  must  stand  behind 
this  38  foot  line,  but  she  may  not  be  within  the  13%  foot  space  marked  on 
this  line.  The  ball  may  strike  the  upper  line  and  be  good  but  must  clear 
the  lower  line. 

This  event  may  be  given  upon  a  standard  tennis  court,  and  in  this  case  a 
second  tennis  net  must  be  stretched  above  the  regular  net,  leaving  a  space 
of  30  inches  between  the  two  nets,  the  serve  being  "driven"  through  this 
space  into  the  service  area.  This  is  designed  to  prevent  qualification  for  this 
event  by  an  easy  "lob"  into  the  service  area — no  real  test  of  ability  to  serve. 

Four,  five  or  six  serves,  as  the  case  may  be,  shall  count  as  one  trial. 

Indoor  Baseball  Throw  and  Catch.  On  an  indoor  or  playground  diamond 
with  36  foot  base-lines  and  a  30  foot  pitcher's  box,  place  a  pitcher  and  three 
basemen.  Contestant  stands  at  home.  She  must  catch  the  ball  delivered 
from  the  pitcher,  throw  to  first  and  catch  the  return,  throw  to  second,  catch 
the  return,  throw  to  third  and  catch  the  return.  She  thus  must  catch  four 
throws  and  throw  to  each  of  the  three  bases,  giving  a  possible  seven  errors. 
A  throw  by  the  girl  or  to  her  shall  be  judged  as  being  good  if  both  hands 
can  be  placed  upon  it  by  stretching  with  either  foot  on  the  base.  In  case  of 
a  bad  throw  to  her  the  throw  should  be  repeated.  A  bad  throw  by  her  shall 
be  an  error.    The  official  12  inch  baseball  must  be  used. 

Twelve  Inch  Indoor  Baseball  Throw  for  Accuracy.  Make  a  target  15 
inches  by  24  inches  of  wood  or  canvas  to  represent  the  area  within  which  a 
"strike"  must  be  thrown.  Suspend  this  target  about  a  foot  or  two  in  front 
of  a  backstop  of  wire,  a  fence,  or  a  mat  in  the  gymnasium.  The  lower  edge 
of  the  target  should  be  24  inches  from  the  fioor.  A  strike  is  any  throw  that 
hits  the  target  enough  to  move  it  at  all.  (Care  must  be  taken  to  see  that 
the  ball  hits  the  target  directly  and  not  on  the  bounce  or  the  rebound.) 

The  thrower  shall  stand  facing  the  target  with  both  feet  upon  the  line 
indicating  the  distance  specified  for  the  event.  In  delivering  the  ball,  which 
should  be  the  official  12  inch  indoor  baseball,  she  may  step  forward  with 
either  foot,  but  her  other  foot  must  be  up  on  the  line  when  the  ball  is  thrown. 
Either  underhand  or  overhand  delivery  shall  be  allowed. 

Five  or  six  throws,  as  the  case  may  be,  shall  count  as  one  trial. 


SCHOOL  FESTIVALS 

In  spite  of  the  scores  of  possible  subjects,  there  are  only  two  kinds  of 
school  festivals;  first,  the  type  in  which  school  time  and  effort  is  expended 
for  a  spectacle  or  an  entertainment,  and  second,  the  type  in  which  the  fes- 
tival is  a  summary  of  the  daily  work  in  music,  in  physical  education,  in 
English,  in  art,  or  in  history  or  geography.  The  first  type  can  only  be  de- 
trimental to  school  morale;  school  time  is  too  precious  to  be  spent  in 
amusement.  The  second  type  is  tremendously  valuable  in  correlating  and 
in  visualizing  the  different  school  subjects.  If  the  festival  is  made  to 
include  the  entire  school,  instead  of  a  few  star  performers;  if  the  subject  is 
one  toward  which  the  general  school  work  has  been  tending,  and  if  the 
songs,  the  games,  the  dances  and  the  spoken  parts  have  been  developed  as 
part  of  the  regular  daily  work,  then  the  festival  has  a  definite  and  legitimate 
claim  to  be  considered  as  an  educational  project. 

SUGGESTED  FESTIVAL   OUTLINES 

I.  Old  King  Cole.  For  an  elementary  and  primary  school,  of  two  or 
three  hundred  children.  The  stage  is  the  school  yard  or  athletic  field, 
an  open  grassy  stretch,  preferably  with  trees;  at  the  side  the  audience  is 
seated.     At  the  left  center  is  a  rustic  throne  prepared  for  Old  King  Cole. 

The  festival  begins  with  the  entrance  of  groups  of  children  from  various 
directions,  gathered  on  the  green  to  watch  for  King  Cole  and  his  train, 
who  are  expected  to  pass  through  the  village.  While  the  children  wait, 
they  play  various  suitable  games,  such  as  Round  and  Round  the  Village, 
London  Bridge,  Three  Dukes,  Sally  Waters,  etc. 

Presently  one  child  points  out  the  approach  of  the  royal  party,  coming 
from  the  right.  King  Cole  is  riding  on  a  gaily  decked  pony  or  donkey, 
followed  by  the  various  characters  in  Mother  Goose,  and  by  children  in 
simple  white  dresses.  The  waiting  children  separate,  leaving  a  passage 
for  the  royal  procession,  which  halts  between  the  lines  of  welcoming 
subjects.  When  the  king  sees  the  throne  prepared  for  him,  he  decides  to 
rest  and  view  the  children's  games.  His  pages  assist  him  to  dismount,  and 
group  themselves,  with  his  followers,  around  his  throne.  The  king  calls 
for  his  pipe  and  his  bowl,  in  succession,  brought  by  pages;  his  "fiddlers 
three"  can  be  used  to  supply  music  for  the  games  which  are  to  follow. 
The  suggested  games  and  dances  are  only  a  few  of  the  many  suitable  ones 
for  a  program  of  this  type. 

1.  Singing  games;  Pussy  Cat;  Sing  a  Song  o'  Sixpence;  Hickory,  Dick- 
ory.  Dock;  Little  Jack  Horner;  The  Circus;  Children's  Polka;  Bean  Porridge. 

2.  Dances;  Swedish  Ring;  Seven  Jumps;  Dan  Tucker;  Sir  Roger  de 
Coverly  (Virginia  Reel);  Pop  Goes  the  Weasel;  Irish  Long  Dance;  Scotch 
Reel;  Comin'  Through  the  Rye. 

3.  Boys  as  clowns  for  tumbling  acts;  athletic  events,  such  as  jumping, 
throwing,^  etc.,  can  be  performed  for  the  amusement  of  the  king. 

4.  Maypole  Dances. 


148  Physical  Education 

5.  "Daffy-down-dilly,"  in  crepe  paper  costumes;  folk  dances  by  the  little 
girls. 

6.  Wee  Willie  Winkie,  in  night-gown  and  with  bell  for  curfew,  comes 
to  send  children  to  bed;  children,  singing,  follow  him  off  to  right;  king  and 
his  train  exit  to  left. 

II.  Hf.alth  Festival  {The  Court  of  Common-Sense) : 

The  Queen*  of  Health  is  on  a  visit  to  King  Common-Sense,  who  is  giving- 
a  festival  in  her  honor.  Entrance  procession  of  King  and  Queen,  with 
pages,  heralds  and  subjects. 

Suggested  games  and  dances;  Jolly  Miller,  Brownie  Polka,  The  Spielman,^ 
Ring  Dances,  Seven  Jumps,  Nuts  in  May,  etc. 

Enter  witch  Ignorance,  who  beckons,  one  by  one,  the  Grimy-Joes,  in 
dirty  overalls  (Pop  Goes  the  Weasel  danced  by  them);  Pickles;  Frying- 
pan;  Coffee-pot,  each  with  characteristic  pantomime  or  dance.  The  children 
are  driven  to  the  rear  of  the  stage  by  the  intruders. 

The  Queen  of  Health  appeals  to  heralds  to  summon  her  guard  to  drive 
off  the  followers  of  Ignorance.    Then  appear  in  succession: 

1.  Fresh  Air  Fairies. 

2.  Soap  Sprites;  Tooth  Brush  Brigade  drill. 

3.  Exercise  Boys,  in  scout  uniform  or  gymnasium  suits;  these  do  drill 
or  stunts. 

4.  Lads  of  laughter,  clowns,  with  grotesque  stunts. 

5.  Duet,   song  or   dance;    Minnie  Spinach   and    Charlie    Carrot. 

6.  Lettuce  Lassies;  group  dances.     Green  crepe  paper  skirts,  very  ruffled. 
As  each  of  these  of  the  Health  Queen's  guard  presents  his  contribution, 

the  forces  of  Ignorance  withdraw  further  to  the  rear.  As  the  program  is 
about  to  end,  the  herald  reads  the  Queen's  proclamation — the  Health  Chores,, 
or  whatever  health  rules  have  been  adopted  by  the  school. 

Finale:  all  the  cast  join  in  some  simple  circle  dance,  such  as  the  French 
May,  and  the  program  should  be  closed  with  the  school  song. 

III.  Under  the  Stabs  and  Stripes   (A  Festival  of  Citizenship) : 

Raised  platform  at  center  back  of  stage;  flat  space  in  front  for  dancers. 
Chorus  grouped  at  side. 

As  the  group  representing  each  nation  enters,  the  leader  presents  to  Uncle 
Sam  a  small  national  flag  or  the  colors  of  the  nation  represented. 

Enter  Herald:  Columbia;  Uncle  Sam,  preceded  by  three  fife-and-drummer 
boys  in  scout  costume.  Columbia  sits  on  a  low  bench  in  the  center  of  the 
raised  platform.  Uncle  Sam  stands  at  her  right;  scouts  in  rear. 

1.     Prologue — Columbia  comes  forward. 

Whenever  we  think  of  our  country's  greatness,  its  power  and  wealth,  we 
remember  those  who  crossed  the  seas  in  that  far  yesterday  when  this 
mighty  land  was  but  a  dream.  We  remember,  too,  those  later  pilgrims 
whose  eager  hopes  have  led  them  to  the  feet  of  liberty. 

It  is  for  them  that  here  today  we  hold  high  festival  together.  From 
many  lands  they  came,  seeking  freedom  for  themselves,  but  also  bearing^ 
gracious  gifts  of  courage,  love,  and  beauty  which  they  have  woven  into  the 
tapestry  of  the  Nation. 


School  Festivals  149 

From  the  heroic  past  there  comes  to  you  at  this  hour  those  daring  lovers 
of  great  liberty  who  have  built  the  young  republic. 

(Prom  outside  comes  the  last  verse  of  "America,  The  Beautiful." 
"0  beautiful  for  patriot's  dreams,"  etc. 

2.  Herald  reads  from  the  scroll: 

First  there  comes  the  forest  people; 

Scattered  far  have  been  their  nation, 

Felled  their  forest  pines  and  oak  trees, 

But  their  bravery  and  courage, 

True  and  lofty  aspirations, 

May  our  country  hold  forever. 
Enter  chief,  followed  by  council;    bring  gift  of  wampum  to   Uncle   Sam. 
Tribe  holds  ceremonial;   "War  Dance";   then  the  Indians  stand  on  opposite 
wing  from  chorus.     Indian  Song:   "From  the  Land  of  the  Sky-Blue  Water." 

3.  Herald:     Far  across  the  pathless  ocean, 

Led  by  hopes  of  high  adventure, 
Bringing  love  of  life  and  beauty. 
Came  the  bold  and  daring  Spaniard. 
Enter  group  of  Spanish  peasants;   leader  presents  flag  or  colors  to  Uncle 
Sam.    Spanish  peasant  dance.    Chorus  sings  Spanish  ballad  "La  Cachuca." 

4.  Herald:     Little  Holland's  sturdy  settlers 

Bringing  valor,  wisdom,  patience,         . 
Builded  well  a  sure  foundation 
For  this  nation  of  the  future. 
Dutch  group   enters;    wooden   shoe   dance.     Chorus  sings   Dutch   ballad: 
"Song  of  the  Wooden  Shoon." 

5.  Herald:     Sunny  Prance  has  sent  brave  spirits 

Bringing  love  of  home  and  country 
Willing  hands  and  dauntless  courage. 
Enter  French  peasants;  French  May  Dance.    French  National  Hymn: 
"La  Marseillaise." 

6.  Herald:     Hail  the  shamrock,  rose  and  thistle! 

Mother  country.  Nation-builder,  '   '  ■ 

Champion  of  Law  and  Justice, 

Honor  to  thy  sons  and  daughters 

Who  through  hardship,  hunger,  danger. 

Never  doubted,  never  faltered. 

Till  their  vision  saw  fulfillment,  .    . 

From  a  wilderness,  a  nation. 
Enter  dancers  in  national  costumes;  Irish  Reel;  Highland  Schottische:  Sir 
Roger  de  Coverly.     Chorus  sings  ballads  of  the  United  Kingdom:    "0  Dear, 
What   Can   the   Matter   Be,"   "The   Minstrel   Boy,"   and   "The   Blue   Bells   of 
Scotland." 

7.  Herald:     Music,  dancing,  love  and  laughter, 

Happy  hearts  and  youth  eternal. 
Love  of  life  and  joy  and  beauty 
Children  of  Italia  bring  us. 
Group  of  Italian  musicians,  guitars  slung  with  gay  ribbons  around  their 
necks.     Dance,  Tarantella;   Chorus  sing  Italian  street  song,  "Santa  Lucia." 


150  Physical  Education 

8.  Herald:     Children  of  the  far-off  Northland, 

Sturdy,  faithful,  true  and  tender, 
Poets,  sages,  dreamers,  workers, 
Scandinavia,  we  greet  thee. 
Group  of  Norwegian  peasants  in  national   dance;    Chorus  sings   national 
anthem,  "A  Psalm  of  Peace." 

9.  Herald:     Glorious  Russia,  mighty  nation. 

Through  the  ages  held  in  bondage. 

Welcome,  latest-born  republic. 

Sacrificing  all  for  freedom! 
Russian  Cossack  dance;  Russian  Folk  Song,  "Bereza  Tree." 
Uncle  Sam  comes  forward,  holding  the  flags  of  the  nations. 
Uncle  Sam:    From  the  distant  ends  of  nowhere, 

Many  men  of  many  races 

Have  come  seeking  what  they  dreamed  of. 

Liberty,  a  torch  before  them 

Raised  their  minds  above  the  market, 

Waked  the  mighty  souls  within  them. 

Stirred  their  hearts  with  noble  passion. 

Gave  their  souls  a  clearer  vision. 

Thus  the  folk  shall  be  united 

For  the  shaping  of  the  future. 

Bring  your  gifts,  oh  ancient  peoples. 

One  and  all  be  they  devoted 

To  Law,  Liberty  and  Service! 

This  your  vision  of  the  future. 

This  the  thing  ye  stand  or  die  for. 

From  the  hearts  of  a  free  people, 

From  the  lips  of  me,  their  spokesman, 

I  foretell  the  thing  that  shall  be; 

Never  more  among  the  nations 

Shall  we  suffer  war  for  plunder; 

Fight  we  shall,  if  Heaven  wills  it. 

To  maintain  among  the  nations 

Ancient  Law  and  general  Freedom. 

But  the  fighting  of  the  future 

Shall  be  battles  of  the  spirit. 

For  the  service  of  all  peoples. 

For  relief  of  the  down-trodden, 

For  the  healing  ancient  sorrows. 

Lo,  the  Stars  and  Stripes  above  us 

Shine  for  Freedom,  Law  and  Service, 

Mark  the  pathway  of  the  Future! 
American  flag  unfurled;   audience,  chorus  and  dancers  join  in  flrst  verse 
of  the  Star-Spangled  Banner. 


REFERENCES 

1.  Bancroft,  Jessie;  Games  for  School,  Home  Playground  and  Gymnasium; 

Macmillan. 

2.  Michigan    Course    of    Study    in    Physical    Education;     Department    of 

Education,  Lansing,  Michigan. 

3.  Health  by  Stunts;   Pearl  and  Brown.     Macmillan,  New  York. 

4.  Badge    Tests,    Girls'    and    Boys'    edition.    Playground    and    Recreation 

Association  of  America,  354  Madison  Avenue,  New  York  City. 

5.  Crampton;    The    Folk    Dance    Book;    The    Second    Folk    Dance    Book; 

A.  S.  Barnes,  New  York. 

6.  Burchenal;   Folk  Dances  and  Singing  Games;   Schirmer,  New  York. 

7.  Clark;    Physical    Education    for    Elementary    Schools;     Sanborn,    New 

York. 

8.  Halsey  and  Skarstrom;  Schoolroom  Gymnastic  Lessons. 

9.  Sperling;  The  Playground  Book;  A.  S.  Barnes,  New  York. 

10.     Mother   Goose  Melodies,   Published   by   Hinds,   Noble   &   Eldridge,   New 
York. 


INDEX 


A  Page 

All  Up  Relay 103 

Athletic  Badge  Test 140 

Athletic  Contests 125 

Automobile    Race 78 

B 

Baby's  Boat 55 

Badge  Test 140 

Balancing  Test 145 

Ball: 

Basketball;    Goal  Throw 144 

Distance   Throw 145 

Bat    Ball 136 

Dodge  Ball 104 

End    Ball 116 

Long  Ball 105 

Progressive  Dodge  Ball 104 

Touch  Ball 90 

Soccer  Dodge  Ball 116 

Volley   Ball .....116,  138 

Bean  Porridge  Hot 68 

Beast,  Bird  or  Fish 79 

Blackboard    Relay 89 

Bird   Catcher 67 

Boiler    Burst 67 

Bowling  103 

Bridge  of  Avignon 51 

Brownies  17 

Brownies'  Party 36 

Bull  Frog  Relay 80 

C 

Call  Ball 79 

Captain  Jenks 110 

Cat  and  Mice 21 

Center  Base 79 

Charlie  Over  the  Water 57 

Children's    Minuet 68 

Christmas    Toys 10 

Christmas  Tree   Decorating 35 

Circus,  the: 

Story-Play    20 

Singing  Game 52 

Circle    Tag 89 

Cleaning    House 36 

Club  Hustle 92 

Club    Snatch 119 

Combination  Pass   Ball 134 

Corner    Spry 80 

Cranes  and  Crows 91 

Crested    Hen 83 


D  Page 

Decorating  Christmas   Tree 35 

Did  You  Ever  See  a  Lassie? 28 

Dodge  Ball 104 

Dozen  Ways  of  Getting  There 115 

Drop  the  Handkerchief 21 

Ducks    Fly 66 

Dutch  Dance 107 

E 

End  Ball :.. 116 

Eraser  Relay: 

Number    One 41 

Number  Two    (more  difficult)....  66 

Eskimo    Life 20 

Exchange  Tag 66 

F 

Farmer  in  the  Dell 23 

Festivals : 

Health    Festival 148 

Old  King  Cole 147 

Under  the  Stars  and  Stripes 148 

Fifty  Yard  Dash 128 

Finger  Circle  Race 65 

Fire  Engines 15 

Fishing   16 

Fish  Net 79 

Flying    Dutchman 80 

Follow  the  Leader 66 

Fox  and  Squirrel 21 

Four  All  Round 90 

French  Blind  Man's  Buff 90 

French  May  Dance 84 

Frog  Went  A-Courting 45 

G 

Game    Tournament 131 

Gathering  Vegetables 34 

Gathering  Wood  for  Fife 18 

Geography  Relay 115 

George  Washington 38 

Goal    Throw,    Basketball 128,  144 

Going  to  Jerusalem: 

Number    One 66 

Number  Two 104 

Going  to  the  Beach 16 

Good    Morning 41,  56 

Grocery  Store 103 

Gustaff's    Skoal 85 

Gymnastic  Lessons,  General 
Plan   of 57 


154 


Index 


H  Page 

Have  You  Seen  My  Sheep 22 

Hawk  and  Dove 40 

Hickory,   Dickory,   Dock 27 

Highland  Schottische 106 

Hill   Dill 67 

History  Relay 115 

Hit  Pin  Base  Ball 117 

Hook  On 91 

Hopping  Relay 41 

Horse  and  Rider 104 

Hound   and   Rabbit 41 

How  Animals  Get  Ready  for 

Winter  18 

Huckle  Buckle  Bean  Stalk 57 

Hunting    29 

Hurdles,    Low 129 

I 

Imitative    Activities 39 

Indians    38 

Indian  War  Dance 83 

Indoor    Baseball   Throw   and 

Catch  146 

Indoor  Baseball  Throw  for 

accuracy   146 

Initial  Tag 89 

Irish  Long  Dance 97 

I  Spy 66 

Itiskit,    Itasket 23 

I  Went  to  Visit  a  Friend  One  Day..  25 

J 

Jack  o'Lantern    (one) 18 

Jack  o'Lantern   (two) 35 

Jenny    Jones 49 

Jolly  is  the  Miller 71 

Jump  the  Brook 40 

Jump   the   Fence 41 

Jungle,   The 38 

K 

Kites    _ 16 

Kitty    White 33 

L 

Lame    Fox....^ 79 

Land  of  Cotton,  The 97 

Last   Couple   Out 89 

Last   Man 103 

Lawn    Mowing ..:..  37 

Line    Football 105 

Little  Bird 17 

Little  Jack  Horner 26 

Little  Pony,  The 52 

Little   Sally  Waters .-.  23 

London  Bridge 27 

Long  Ball 115 

Looby   Loo 30 


M  Page 

Magic   Carpet,   The 22 

Making  a  Garden 20 

May  Pole  Dance 108 

Maze   Tag 80 

Mazoo    43 

Meet  at  the  Switch Ill 

Members  of  the  Fire  Department..  36 

Merry-Go-Round,   The 95 

Minuet: 

Children's    68 

1812    110 

Morris    Dance 107 

Mother,  May  We  Go  Out  to  Play?..  67 

Moving    Day 36,  41 

Mowing  Lawn 37 

Muffin  Man 29,  56 

N 

Newcomb  104,  139 

Nixie  Polka 72 

Nose  and  Toe  Tag 116 

Numbers   Change 40 

Nuts  in  May 48 

0 

Oats,  Peas,  Beans  and  Barley 45 

Obstacle   Relay 130 

Odd   and   Even 103 

Old  Dan  Tucker 121 

Old  Roger  Is  Dead 47 

O'Leary  92 

On   a   Farm 34 

Overhead    Relay 42 

P 

Partner    Tag 88 

Picking    Apples 15 

Pinch-0   - 81 

Playing  in  the  Wind 15 

Playing  With  Leaves 34 

Poison    Snake 67 

Pop  Goes  the  Weasel 56,  94 

Potato    Race ...117,  144 

Post  Ball 132 

Posture  Tag 78 

Posture  Training 9 

Posture    Tag 78 

Prisoners'    Base 104 

Progressive  Dodge  Ball 104 

Pussy-Cat,    Pussy-Cat 50 

Putting  in  Coal 17 

R 

Rabbit  in  the  Hollow 42 

Rabbits'    Nest 21 

Relay  Races: 

All  Up  Indian  Club  Relay 144 

Blackboard    Relay 89 


Index 


155 


Page 

Bull  Frog  Relay 80 

Dozen  Ways  of  Getting  There....ll5 

Eraser    Relay 41,  66 

Finger  Circle   Relay 65 

Geography  Relay 115 

Grocery  Store 103 

History    Relay 115 

Hopping  Relay 41 

Horse  and   Rider 104 

Obstacle   Relay 130 

Overhead   Relay 42 

Relief    Exercises 56,  124 

Roman    Soldiers 48 

Round  and  Round  the  Village 26 

Rural  Playgrounds: 

Run  for  Your  Supper 21 

Running  and   Catching 145 

S 

Sailor,    The 37 

Sailor's    Hornpipe 119 

Sally  Waters 24 

Santa  Glaus: 

One  (story  play) 19 

Two    (story  play) 35 

Santa  Claus'  Visit 19,  35 

School    Festivals 147 

Schoolroom    Basketball ...- 115 

See-Saw  30 

Seven  Jumps 71 

Sheep,   Sheep,   Come   Home 22 

Shifty    Shadow 44 

Shoemakers'  Dance 31 

Shoemaker  and  Elves,  The.. 37 

Simon   Says 89 

Sing-A-Song-A-Sixpence    73 

Snail,    The 24 

Snowman,   The 19 

Soccer us 

Soccer   Dodge   Ball 116 

Spring  Play 39 

Speilman,    The 74 

Square    Dance 123 

Squat    Tag 42 

Squirrel  and  Fox 21 

Squirrel   and    Nut..... 21 

Stealing    Partners 110 


Page 

Stealing    Steps 66 

Stone    22 

Stride  Ball 104 

Stunts    125 

Stunt  Speed  Series 135 

Swedish  Ring   Dance 53 

Swing,    The 32 

T 
Tag: 

Circle    Tag 89 

Initial  Tag 89 

Nose  and  Toe  Tag 116 

Partner    Tag 88 

Posture    Tag 78 

Squat    Tag 42 

Target  Throw 89 

Teacher  and  Class 78 

Telegram    91 

Tennis  Serve 146 

Thanksgiving    Pies 18 

Three    Deep 90 

Three   Dukes 46 

Throw,    Basketball,    distance 145 

Touch  Ball 90 

Touch    91 

Traffic  Cop 81 

Twelve  O'clock  at  Night 42 

V 

Vineyard   Frolic 93 

Virginia    Reel 121 

Vis-a-Vis 91 

Volley   Ball 116,  138 

Volley  Ball  Serve 145 

W 

Washing    Clothes 34 

Water  Sprite 22 

Weather-Vane    79 

Weekly   Program 8 

Y 

Yankee   Doodle 71 

Z 
Zig-Zag    Ball 132 


Binder 

Gaylord  Bros. 

Makers 

Syracuse,  N.  Y. 

PAT.  JAN  21,  1908 


,  iiilif 

\         000340369bv3  _ 

FOR  USE  ONLY  IN 
THE  NORTH  CAROLINA  COLL 


Form  No.  A-368.  Rev.  8/95 


